NO. 41
APRIL 1986
U.S.A. $3.00
CANADA $4.75
THE #1 MAGAZINE FOR ATARI® COMPUTER OWNERS
V
COMPUTING
*
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(Jul- ini iliu Lle&ii
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HIPPO DIGITIZERS AND MORE...
H IP P
SOUND
DIGITIZER
Digitally sample, modify, and play back high-quality sounds. Experiment with adjustable real-
time echos, phase shifts, voice synthesis and recognition, and fourier analysis. Adjustable sample
and playback rates. Software includes many fun demonstrations including a real-time graphic
oscilloscope. Useful for analog lab measurement and control too. Includes software (executable
and source), hardware, microphone, power supply, and instructions. $139.95
THE SPECS
8bitVDandD/A.»2.5(JLS
flash A/D conversion rate
allows sampling up to
400,000 samples per
second. ■ 1 volt peak-to-
peak signal and source.
■ Hardware plugs into
printer port for high speed
data transfer rate.
HIPPOVISION VIDEO DIGITIZER
Digitize from any standard composite video source (e.g. TV camera, VCR, TV tuner, etc. . .). Frame
grabber "snaps" color picture in a single video frame. Creates Neo files. Perfect for game-designers
and artists. Send video pictures over the phone (requires a modem)! Includes hardware and software.
Contact us for high-quality color printers and ST color printer software drivers too. Call for price.
THE SPECS
256 x 256 x 9 bit
resolution (3 bits per
color)." Standard NTSC
1 volt peak-to-peak
composite sync signal. ■
Software color "voting"
system picks optimum 16-
color ST palette according
to image. ■ Hardware plugs
into printer port for high
speed data transfer rate.
OUR
T H
R
R
D
U
Professional Series
■ HIPPOWORD™
Professional Series
m HIPPOCONCEPT™
■ HIPPOSIMPLE™
■ HIPPO DISK UTILITIES™
■ HIPPOBACKGAMMON™
■ HIPPOSPELL™
■ HIPPO RAMDISK™
■ HIPPO COMPUTER ALMANAC 7
■ HIPPO JOKES & QUOTES™
■ HIPPOART I™
■ HD?PO EPROM BURNER™
■ HIPPOCLEAN ™
■ HIPPOPLXEL™
Advanced mouse-based word processor with powerful features: true multiple fonts, column
editing, rulers, left/right justification, boldface, etc... $89-95
The original ST idea processor leads you from vague ideas through drafts to clear, well-
organized business plans, term papers, proposals, etc. . . $89-95
Powerful, flexible and easy-to-use database. Mouse-based screen editor, 16-level sort, merge,
sum, data compression, 10+ programmable commands. $49-95
Recovers deleted or lost files, reconstructs damaged disks; find files, edit RAM, files, and
track & sectors. Floppies and hard disks. Disk and memory map. $49-95
Sophisticated A.l. algorithm for challenging play. Play yourself or create robot opponents and
watch them play. Learn A.I. theory. Full-color or B&W animation. $39-95
Finds misspellings and suggests corrections. Word frequency stats, 30,000-word dictionary.
User-defined dictionary. Works with most wordprocessors. $39-95
Runs programs 10 to 100 times faster. You choose IK to 4 megabytes to serve as ultra-fast drive.
RAMdisk automatically appears on boot-up. $34.95
It understands English, uses an A.I. parser and knows over 35,000 useful, intriguing facts.
Many diverse topics from area codes to sports trivia, etc. $34-95
Insulting jokes, dirty jokes, one-liners, puns and quotations. Search by keyword/author.
Select rating of PG, R or X. May not be suitable for children. $34.95
A rare collection of full-color masterpiece art. More than 30 detailed pictures in over 10
screens. Slide show program. Compatible with the ST's Neochrome. $39-95
Programs, reads, and verifies most EPROMs, including 27256 and 275 12. Connects to printer
port. EPROM cartridge boards available separately. $139.95
Disk cleaning kit prevents head wear and protects your data. Kit includes head-cleaning disk,
botde of cleaning fluid and instructions. $29.95
Create your own sprites and fonts. Select size and data format. Resize and pixel scroll command.
Includes sample fonts and animation sequences. Color or B&W. $39.95
CIRCLE #101 ON READER SERVICE CARD
Dealer inquiries invited.
See your local dealer or contact Hippopotamus. VISA and Mastercard accepted. California residents add local sales tan. Please include $3 for shipping.
Allow I -2 weeks for delivery. Price, availability and specifications subject to change without notice.
HJPPOPCttAMUS
iOPTW»Ht.)l
985 University Avenue, Suite #12
Los Gatos.CA 95030
Phone: 408/395-3190 Telex: 650-284-0701
APRIL 1986
THE #1 MAGAZINE FOR ATARI® COMPUTER OWNERS
COMPUTING
FEATURES
More Fun out of Adventures . . . Daniel A. Silvestri 9
Techniques and advice to help you through the ordeal (read:
fun) of any adventure game.
The Dragon and the Turtle Sol Guber 11
A tutorial on advanced drawing using LOGO, with an expla-
nation of dragon curves.
Treasures of Barboz Chris Smith 25
The goal bestowed upon you is to find and store the ten re-
maining treasures of the wizard of ancient days, Barboz.
Adventurous Programming . . .Clayton Walnum 31
Part 3, the final segment in our "write your own adventure"
series.
D&D Character Generator II
Part I Bob Curtin 39
A new version to create and store characters for Dungeons
& Dragons.
ST-Log 49ST
The premier issue of ANALOG Computing's ST magazine —
the people who started it all are doing it again.
On-Line Russ Wetmore 89
An interview with the creators of Synfile+, PaperClip and
other popular software.
Winter CES 1986:
A Full Report Arthur Leyenberger 95
We follow up our brief report of last month with a detailed
look at what's new, from CES.
FEATURES continued
One for the Road Clayton Walnum 101
Are you tough enough to take on the role of "Nails" O'Riley
and the surprises that await him?
Paperweight Curt Cox 113
Beginners to the most advanced Atari users will find new in-
sight with this program.
REVIEWS
Adventure Master (cbs software) . . . .Ray Berube 21
Your imagination plus this program will equal a terrific ad-
venture game.
Panak Strikes! Steve Panak 107
This month, Steve examines Hotel Alien (Artworx), Schreck-
en (Mindless Endeavors), The Goonies (DataSoft) and Cham-
pionship Lode Runner (Broderbund) .
COLUMNS
Editorial Diane L. Gaw 4
Reader Comment 8
New Products 19
The End User Arthur Leyenberger 121
Boot Camp Karl E. Wiegers 125
Index to Advertisers 132
ANALOG Computing (ISSN 0744-9917) is published monthly for $28 ($36 in Canada, $39 foreign) per year by ANALOG 400/800 Corp.,
565 Main St., Cherry Valley, MA 01611. Second class postage paid at Worcester, MA and additional mailing offices. POSTMASTER: Send
address changes to ANALOG Computing, P.O. Box 625, Holmes, PA 19043. No portion of this magazine may be reproduced in any form
without written permission of the publisher. Contents copyright © 1986 ANALOG 400/800 Corp.
Atari Power
MicroPort Experimenter's Board $49.95
This parallel buss board is designed as an experimenter's
board for the Atari XL and XE (with adapter) computers.
Comes with PIA (20 Input/Output lines), power supply
and 10 square inches of prototyping area. Includes
instructions for building a clock and an EPROM Burner.
MicroPrint Atari Printer Interface
$49.95
MPP-1150 Atari Printer In
terface
$59.95
Hard Disk Interface
$249.95
Smart Terminal 6.1 (Disk)
$24.95
Modem Driver Program
$19.95
XE-XL Buss Adapter
$39.95
Supra 300ST Modem
$99.95
1000E Modem
$59.95
MicroNet
$199.95
1200 Baud
Modems
$249.95
■ SMART MODEM COMPATIBLE
■ AUTOANSWER/AUTODIAL
■ INCLUDES CABLES & AC ADAPTER
■ FREE COMPUSERVE DEMOPAK
& DELPHI MEMBERSHIP
Supra WOO AT
■ WORKS ON ATARI 800, XL & XE COMPUTERS
■ SMARTTERMINAL SOFTWARE
■ CONNECTS TO ATARI SIO PERIPHERAL PORT
Supra 1200 ST
m WORKS ON ATARI ST COMPUTERS
■ OMEGA TERMINALSOFTWARE
■ CONNECTS TO ST MODEM PORT
HARD DISK DRIVE
$899.00
/
■ WORKS ON ATARI 800XL & 130XE COMPUTERS
■ 10 MB STORAGE
■ CONNECTS TO PARALLEL BUSS
■ HIGH-SPEED DATA TRANSFER
INCLUDES:
10 MB HARD DISK
DISK CONTROLLER
ATARI INTERFACE
HARD DISK DOS
ATTRACTIVE CASE
CABLES & POWER SUPPLY
■ READY TO USE
The Supra Hard Disk Is a 10MB hard disk system for Atari
800XLand 130XE* computers and connects to the computer's
parallel buss, allowing high-speed data transfer rates of
8-10,000 bytes per second (approx. 10-15 times faster than
normal Atari drives). The hard disk drive stores the
equivalent of 100 single density Atari diskettes and can access
any information within milliseconds. All of this adds up to an
extremely efficient system for the serious Atari owner.
• SPECIAL NOTE - Atari 130XE owners musl alBO purchase
the Supra XE-XL Buss adapter. This adapter makes the XE
parallel buss compatible to the XL Buss to allow use of the
hard disk. Only $15 when purchased with Supra Hard Disk.
Supra Corporation
11 33 Commercial Way / Albany, OR 97321 / (503)967-9075
Atari; CompuServe DemoPak; and Delphi are trademarks of Atari Corp.; CompuServe; and Genera! Videotex Corp., respectively.
CIRCLE #107 ON READER SERVICE CARD
ANALOG
COMPUTING
STAFF
Editors/Publishers
MICHAEL J. DESCHENES
LEE H. PAPPAS
Managing Editor
DIANE L. GAW
Contributing Editors
BRADEN E. GRIFFIN, M.D.
STEVE PANAK
RUSS WETMORE
East Coast Editor
ARTHUR LEYENBERGER
West Coast Editor
JIM DUNION
Cover
ARNE STARR
Contributing Artists
MARK ASTRELLA
JON A. BELL
GARY LIPPINCOTT
LINDA RICE
JON THOMPSON
Technical Division
CHARLES BACHAND
CLAYTON WALNUM
DOUGLAS WEIR
Production
CONNIE MOORE
EDYTHE STODDARD
JANE SULLIVAN
Advertising Manager
MICHAEL J. DESCHENES
Marketing Manager
TORIN ROHER
Circulation Manager
PATRICK J. KELLEY
Accounting
ROBIN LEVITSKY
Production/Distribution
LORELL PRESS, INC.
Contributors
RAY BERUBE
CURT COX
BOB CURTIN
SOL GUBER
DANIEL A. SILVESTRI
CHRIS SMITH
KARL E. WIEGERS
U.S. newstand distribution by
Eastern News Distributors, Inc.,
1130 Cleveland Rd., Sandusky, OH 44870
ANALOG Computing magazine
(ANALOG 400/800 Corp.) is in no
way affiliated with Atari. Atari is a
trademark of Atari Corp.
WHERE TO WRITE
All editorial material (programs, articles, letters and press releases) should
be sent to: Editor, ANALOG Computing, P.O. Box 23, Worcester, MA 01603.
Correspondence regarding subscriptions, including problems and changes
of address, should be sent to: ANALOG Computing, 100 Pine Street, Holmes,
PA 19043, or call 1-800-345-8112 (in Pennsylvania, call 1-800-662-2444).
Correspondence concerning a regular column should be sent to our editori-
al address, with the name of the column included in the address.
We cannot reply to all letters in these pages, so if you would like an answer,
please enclose a self-addressed, stamped envelope.
An incorrectly addressed letter can be delayed as long as two weeks before
reaching the proper destination.
ADVERTISING SALES
eeney & Assoc.
ANALOG Computing
Home Office
Michael Des Chenes
National Advertising
(617) 892-9230
NY 10113
24S-3540
Address i
vertisiri
ichael Des Chenes -\ Advertising Production
ANALOG Computing
565 Main Street, Cherry \)alley, MA 01611
SUBSCRIPTIONS
All subscriptions should be ad-
dressed to:
ANALOG Computing
P.O. Box 625, Holmes, PA 19043
or call our toll-free number:
1-800-345-8112
(in PA 1-800-662-2444)
Foreign subscriptions must be
made payable in U.S. funds.
Subscription prices in the U.S.:
$28 for 1 year; $52 for 2 years; $79
for 3 years.
Subscription prices in Canada:
$36 for 1 year; $62 for 2 years; $89
for 3 years.
Foreign subscriptions: $39 for 1
year; $72 for 2 years; S99 for 3 years.
Airmail is available for foreign sub-
scriptions at an additional $50 per
year.
Please allow four to six weeks for
delivery of your first issue.
PERMISSIONS
No portion of this magazine may
be reproduced in any form without
the written permission from the pub-
lisher. Most programs are copyright-
ed and are not public domain. User
groups should contact the publisher
if they plan to place one of these pro-
grams on any type of public-accessed
bulletin board or disks.
AUTHORS
When submitting articles and pro-
grams, program listings should be
provided in printed and magnetic
form, if possible. Articles should be
furnished as typed or printed copy in
upper and lower case with double
spacing. If a submission is to be re-
turned, please send a self-addressed,
stamped envelope.
EDITORIAL
We're happy to say we've heard from
quite a few readers in response to our
last two editorials. Whether you agree
with our views and policies or think we
should be strung up by our thumbs, we
are glad to get your feedback.
It's important to us to know what's on
your mind. Your input helps our deci-
sion making process and shapes ANA-
LOG Computing's future.
One topic which motivated quite a
few readers to write us is the "8-bit ver-
sus 16-bit" controversy. It's apparent that
many 8-bit owners think we're desert-
ing their machines in favor of the new-
er ST models.
At the risk of being redundant here,
we want to again assure you that there
will still be plenty in these pages for the
traditional Atari owner.
The 400, 800, 600XL, 800XL, 1200XL
and 130XE are computers that will last
for many years. With good programs,
they'll serve their owners efficiently and
will be flexible enough to keep up with
the times. They will continue to be a
good buy for the home computer user for
years to come. And we will support
them, by supplying the very best 8-bit
programs we can find.
Last issue, Mike DesChenes' editorial
promised that, rather than cut out 8-bit
coverage, we would increase pages to
accommodate all Atari computers. As
you'll notice this month, we've done just
that, with 132 pages instead of our usu-
al 112.
Now, in the center of ANALOG Com-
puting, we're proud to present ST-Log.
This premier "edition" is our first step
to giving ST users their own resource.
This ST-Log issue follows the adven-
ture theme, with Clayton Walnum's Mr.
Scratch and a review of Brataccas, a
new graphic adventure from England.
The C-manship series of tutorials has
moved to this section, and we've also in-
cluded ST-Check.
Our newest programmer is Douglas
Weir. He'll be contributing his expertise
to ST-Log in issues to come, while Con-
nie Moore and Edythe Stoddard add
their talents to our production staff.
ST-Log will bring you material on the
520ST and 1040ST; ANALOG'S added
pages will keep you up to date on 8-bit
information. Articles or reviews of pro-
ducts that are usable by either or both
types of computer will be published in
the regular pages of ANALOG Comput-
ing.
We'd very much like to see as many
submissions as possible for ST-Log. High
on our priority list will be those pro-
grams aimed at business uses for the ST.
This is a computer that can handle com-
mercial needs. How about it, program-
mers?
It's our belief that this two-in-one for-
mat will enable us to give you the best
coverage of all Atari machines. Rather
than "phasing out" news on the older
models, we're "phasing in" information
on the new computers.
The newest Atari, the 1040ST shown
at COMDEX and CES, has started up an-
other controversy. Apparently, there are
many dealers reluctant to carry Atari
equipment if the 520ST is to be mass
marketed.
The original retailers of the 520ST feel
that their market will be reduced and
their profit margin lowered when stores
like K-Mart begin to carry the computer.
Some, we know, are threatening to dis-
continue the entire Atari line.
Jack Tramiel's plan was to mass mar-
ket the 520ST and keep the 1040ST in
computer stores only. Some are afraid
that this division will put the smaller
dealers out of the market. Even though
their support and service are generally
better thought of than that of chain
stores, the buyer will naturally head for
the lowest priced machine.
This is not an easy question. Atari
needs the quantity sales associated with
mass marketers, but they also need the
specialized dealers, whose service, large
software selection and often more know-
ledgeable staff bring in customers.
One letter we received from a com-
puter retailer said, "Atari people seem
to be the best informed and wisest of
shoppers that we cater to . . .We've got to
do something about (the 520ST) being
dropped by big dealers" in retaliation for
the mass marketing move.
His suggestion (which sounds a lot
like our issue 39 editorial): "If there is
a Games and Gadgets or an Electronics
Boutique near you, bug 'em. Tell them
you want Atari products and think that
they're the best." Even when STs are sold
in chain stores, there will still be money
to be made by carrying a computer that
delivers "Power without the Price."
Diane L. Caw
Managing Editor
ANALOG Computing
PAGE 4 / APRIL 1986
ANALOG COMPUTING
ARE YOU LOOKING FOR
A DRIVE...
That is fast, quiet, reliable?
That has a built-in printer interface?
That holds 360 KBYTES of information?
That is compatible with Atari® 400, 800, 600XL,
800XL.1200XL and 130XE computers?
THEN, THIS IS
THE "ONE?
Single or double density [software selectable].
Single or double-sided [software selectable].
Direct drive motor.
Printer interface built-in.
ASTRA SVST€MS, INC.
2500 South Fairview/Unit L
Santa Ana, California 92704
FREE "TOPDOS."
130XE SUPPORT WITH:
• Standard 64K RAM disk.
• Expanded 7BK RAM disk.
• Special 90K buffer for one pass disk duplication
with only one drive.
WISE DENSITY
• Automatic selection between single density,
double density, and double-sided double density.
AUTO RAM DISK INITIALIZATION FOR
ATARI 130XE.
Call (714) 549-2141
"Atari is a reg. trademark of Atari Corporation.
CIRCLE #102 ON READER SERVICE CARD
ATARI USERS
"We are the Backup Experts!"
\Ne specialize in backup Hardware 8c Software.
THE HACKER'S
TREASURE CHEST
On Disk
18 Utility Programs on disk. Each
program is specifically designed to
aid you in backing-up your soft-
ware collection. You Will be able to
duplicate disks, cartridges and cas-
settes. Any one program is worth
the price of all 18. It has taken us
over one year to put together this
fine collection on the Hacker's
Treasure Chest disk. Some of the
programs you will receive are:
Cartridge Copy, Bootape Maker,
Tape to Disk, SectorCopy, The Un-
protector, Sector Disassembler,
Bad Sector Finder, Modem Pro-
gram. ..plus more. All of these
programs plus 10 more on this disk.
You will also receive a menu that
will run basicand binary filesjust by
typing the number of the program.
Any file on any disk will load auto-
matically from this menu.
ALL FOR ONLY
$3fl95
^^ ■ Plus $2.
Plus $2.50 Shipping
Add 7% outside U.S.A.
835 & 1030 MODEM
BULLETIN BOARD
This BBS Bulletin Board system will
run on any ATARI Home Computer
including the XL. No costly inter-
face needed. All you will need is an
835 or 1030 Modem and any disk
drive (printer optional). Auto
Answer feature will allow you to
leave the BBS running unattended.
This BBS has over 25 functions
including: XMODEM Upload/Down-
loading, User Passwords, Full
Function Message Base plus many
more features.
This package comes on a double
sided disk, full documentation
included plus a fully assembled
and tested ring detector. Nothing
else will be needed. BBS software
and ring detector.
$
Plus $2.50 Shipping
(NEW5
80 COLUMN SCREEN
FOR XL & XE
A MUST FOR WORD PROCESSING!
Available April 1st
*59«l
$2.50 Shipping
Add 7% outside U.S.A.
EPROM BURNER PLUS
32K CARTRIDGE
COPIER & CREATOR
At last a sophisticated EPROM
BURNER. Duplitec's EPROM BURNER
will make 8k. 16. and new 32k
bank-selected cartridges. We
believe this is the first device ever
to duplicate basic XL for the Atari.
The EPROM BURNER will be shipped
with two blank cartridge boards.
One is for 16k and the other for
bankselected cartridges. We also
sell extra blank boards if needed.
This EPROM BURNER will program
2716, 2732. 2732A 2764.27128
and many other populor EPROMS.
BEST of all. you can just use the copy
function in your DOS to read and
program Proms, without any special
program (other than the device
handler). No need to open a car-
tridge case in order to make a copy
of your favorite cartridge.
$24995
•i^W^^ Plus $2.50 Shipping
Add 7% outside U.S.A.
All advertised products are fully compatible with ATARI M XE
DENSITY "DOUBLER"
DOUBLE THE POWER-
TRIPLE THE SPEED...
Get TRUE double density, full
compatibility with any DOS.
Now store twice as much data
on each disk. Read and write
up to 3X faster in single or
double density (Whole Track
Buffering). Includes ultra-
speed software, simple plug-in
P.C. board. No soldering or
cutting required.
For more info., refer to 1050
Duplicator ad on opposite page
WW Plus $2.
50 Shipping
Add 7% outside U.S.A.
WRITE-RIGHT
This device will allow you to write
to side 2 of any disk. Install this
box to your ATARI '" 1 050 or Indus
GT Disk Drives in 5 minutes. Just
plug in one cable - no cutting
or soldering required. Push a
button and a LED will light,
allowing you to write to a disk
without notching out a hole in
the disk. Easy plug-in installa-
tion. Instructions included. Fully
tested and assembled.
$
Plus $2.50 Shipping
Add 7% outside USA.
^TECHNICAL 7
<BREAKTHROUGjjf
TELEGUARD
Truly a technological break-
through! Now you can send
any copy-guarded disk over
the telephone lines by Modem.
Of course, you must have our
DUPLICATOR 1050 to send and
receive.
Teleguard will be available for
delivery by April 1st.
$
Plus $2.50 Shipping
Add 7% outside U.S.A.
J "Our competition promises tomorrow... We Deliver Today I
DUPLICATING
TECHNOLOGIES inc
Formerly Gardner Computing £3™..*! (516)333-5805, 5807, 5808
99 Jericho Tpke.. Suite 302A Jericho N.Y 1 1 753
andWeekendi (516) 333-5950
TERMS: We accept American Express. Visa. MasterCard and COD orders Foreign orders must be in US dollars Ail personal checks allow 14 days to clear Most items snipped wtthin 24 hours
CIRCLE #103 ON READER SERVICE CARD
The 1050
DUPLICATO
IS HERE...
T.M
INCLUDES NEW
M/TRA-SPEED SOFTWARE.
READ « WRITE 3X FASTER
IN SINGLE AND I
DOUBLE DENSITY!
THE 1050 DUPLICATOR: The most powerful
diskdrive copy system ever developed for the ATARI.
The only Copy System
You will ever need!
What will it do?
The main purpose of the Duplicator is to
copy dlsksl You will be able to copy just about
any disk! The copies you make will run on any
Atari drive. The Duplicator need not be
present to run your backup copies. The
Duplicator is fully automatic. You need
only insert source and destination
disks. Custom formats will be read
and in turn reproduced on the
backup copy disk. Our device
will reproduce any custom
format or heavily copy
guarded scheme, bad
sectors, double sectors.
19 through 24 sector
format will present no
problem to the
Duplicator.
>-You will still have
single density, density
and one half, and double
density. When you have a
Duplicator installed in a 1050
drive that drive will be turned
into true double density. You will
have twice the disk storage. Your
drive will be compatible with other
double density drives such as The Rana
Indus. Percom. etc.
High speed read & write. Your disk drive
will read and load all of your software,
saving wear and tear on your drive.
The 1050 drive now reads one sector
at a time. This is slow and ineffi-
cient. With the duplicator
installed you will be able
to read eighteen sectors
in the time it takes
standard, unenhanc-
ed drives to read one.
m> Included with every
Duplicator will be user
friendly disk software. A
simple, menu driven program
will allow you to copy all of your
software. A Duplicator enhanced
drive will be a SMART drive. We plan
to write many new and exciting pro-
grams that can only be run on an
enhanced drive, eg. sending a copy-
guarded disk over the phone. Since the drive
is now fully programmable, future upgrades
can be made available to you on disks, should
the need arise. No further hardware changes will
ever be needed. The Duplicator comes with a full
hardware and software guarantee.
HARDWARE POWER
Only
Plus $2.50 for shipping and handling.
Add 7% outside U.S.A.
N.Y. State Residents add 7K% Sales Tax.
Dealer inquires ere welcome call for quantity price quote.
Th e Duplicator
for The New ST
is now
available
EASY 5 MINUTE INSTALLATION
NO HARM TO YOUR DRIVE OR INCOMPATIBILITY PROBLEMS CAN EVER
ARISE AS A RESULT OF THE INSTALLATION OF OUR DUPLICATOR.
IMPORTANT:
Only a hardware device like the DUPLICATOR can backup heavily copy-
guarded disks. Don't be fooled by software programs that claim to do this.
Fully Compatible with the XL & New XE Series.
■"Our competition promises tomorrow...
" we Deliver Today!
DUPLICATING TECHNOLOGIES inc.
Formerly Gardner Computing
99 Jericho Tpke.. Suite 302A Jericho. N.Y. 11753 &,«,,. (51 6) 333-5805, 5807, 5808 ?„d e w^&,d.(516) 333-5950
TERMS: We accept American txpren, Vita, MasterCard and COD. orders Foreign orders must be In U.S. dollars. All personal checks allow 14 days to clear.
Most Items shipped within 24 hours.
CIRCLE #103 ON READER SERVICE CARD
n
READER
COMMENT
Correction.
There are a couple of problems with
DLI Maker (issue 38). The following
corrections should be made to the pro-
gram. Change the Z in Line 160 to Kl.
Change the Kl in Line 10020 to 1.
Also, the steps for creating the third
example should be:
flj Change a memory location
(2) Some other address
(3] $D401
(4) To a constant
(5)6
(6) Save DLI and quit
(7) Use display list byte numbers
(8) Place on byte 16
Bank Switching correction.
In your December issue of ANALOG
Computing (37), on page 53, Bank
Switching for the 130XE by Allen Moose
and Marian Lorenz, there is a mistake
or a misprint in Figure 2. The portion
on Access Select Bits should have read:
ACCESS SELECT BITS
Bits D 5 D 4 ANTIC CPU
Extra Extra
1 Extra Normal
1 Normal Extra
1 1 Normal Normal
Yours truly,
Paul Luensec
Hickory, NC
A new kind of BBS.
I've got this great idea for a BBS.
The first guy does up a message on
his computer, prints out hardcopy and
puts it in an envelope. Then a guy in a
blue costume delivers it right to the door
of the second guy.
I figure it will cost about twenty-two
cents at first, but once the idea catches
on, we can raise the price every couple
of months!
C.U. soon
"Fingers" Whittlesey
East Windsor, CT
We at ANALOG Computing are, of
course, intensely interested in new de-
velopments in the telecommunications
field. We feel that your proposed BBS
system displays the true genius that is
found only in those ideas whose simplic-
ity belies their actual value. For that rea-
son, we would like you to consider us
"partners in fortune." You will find that
we have the resources necessary to make
your dream a reality.
We would also like to share some new
ideas that occurred to us. Perhaps it
would be a good idea to put "dumb ter-
minals" at major intersections through-
out the city. These would be in the form
of large, metal boxes painted blue. Users
could transmit data with greater ease
and convenience. Also, we envision each
city with its own "CPU," a large, brick
structure in which data would be sort-
ed and sent along its appropriate data
bus.
Of course, we still need to do a good
deal of testing before we can consider the
system ready for public release. — Ed.
8-bit country.
I have been a subscriber to ANALOG
Computing for the past two years. I have
appreciated the style and coverage of the
Atari which your magazine has provid-
ed. Your February 1986 editorial (issue
39) was disappointing.
First of all, it is not the responsibility
of your readership to make the ST a suc-
cess. That is a function of Atari Corp.'s
marketing effort, and the acceptance of
the ST by the user community. I, like
many Atari owners, have no intention of
"going out this week (forking over $800)
and buying an ST." It's not "up to us (me)
to show them that we — and Atari —
mean business."
In case you have lost sight of the
majority of your readership, most of us
are 8-bit users with extensive (and ex-
pensive) investments in 400/800 (in-
cluding XL) technology and software. In
fact, the largest portion of Atari's cus-
tomer base are people who, in late 1984
and early 1985, bought 800XLs, and
related peripherals, during J.T.'s market-
ing blitz!
Many of these new users have either
stored their 800XL in the closet, are us-
ing it as a doorstop, or are trying to fig-
ure out what to do with it! This is the
audience which past issues of ANALOG
Computing addressed so well, and this
is the audience which still needs to be
addressed — not with ST hype!
Come on ANALOG! Balance your
coverage of the Atari subject. ST cover-
age is fine in its place, but don't insult
the intelligence of your readership with
unnecessary hype. Your February issue
raises doubts in my mind about your
continued commitment to the traditional
Atari user, like me (and I have heen one
for a very long time).
Yours truly,
Gordon C. Griswold, Jr.
Westfield, NJ
We appreciate the feedback. As was
pointed out in issue 40's editorial, we
can't help being excited over Atari's new
products, but we'll still have plenty of
coverage on 8-bit machines. In fact, as
new developments come along — and as
everyone's know-how increases — we see
better and better 8-bit programs being
submitted to us. ANALOG Computing
is committed to giving our readers the
best of these, for all Ataris. — Ed.
PAGE 8 /APRIL 1986
ANALOG COMPUTING
More fun
out of
entures
by Daniel A. Silvestri
Adventure gaming is the rage, but a
good adventure can take hours upon
frustrating hours to solve. Here are some
hints to make adventuring more enjoy-
able, plus a way to make your computer
earn its keep by helping you solve even
the most advanced adventures!
Every one of us, despite how clever we
think we are, comes to a point in an ad-
venture game where it's gotten the bet-
ter of us. A good adventure game should
be challenging enough to stump us a few
times. We begin each adventure believ-
ing this is the way it should be.
Once into the adventure, however, it's
easy to become frustrated: some huge,
oaken door is locked, and we don't have
the key; some secret passage remains
hidden, because we haven't spoken to
the ancient gnome; the air in the space-
ship becomes thinner and thinner, be-
cause we haven't been able to repair the
oxygen machine in time. If this sounds
familiar, read on. Your quick mind and
your computer can work wonders to
move you on your merry way!
Skills needed.
Adventure gaming requires the exer-
cise of certain skills and virtues, like pa-
tience and dedication to the cause. Most
good adventures will take a logical ap-
proach to problem-solving. For example,
if I need to get across a stream and the
current's too swift to swim, then I know
I may need to build a bridge. This pro-
blem-solving technique gives the clever
adventurer a fighting chance to figure
out for himself what needs to be done
in certain circumstances; it rewards you
for your own creativity.
I've played adventure games that rely
heavily on logical inference as the way
to their solution. Other adventures do
not rely on logic and, therefore, leave the
adventurer lost in a special world where
there are none of the rules he or she so
desperately needs.
Some nonlogical games are extreme-
ly difficult to complete, simply because
you can't as readily figure out the cor-
rect path to the solution. Almost any-
thing can work, and you're at the mer-
cy of the programmer. In these games,
trial and error seems to be the best ap-
proach to completing your quest. I find
this kind of adventure tedious and,
eventually, put the disk away.
Adventure game ratings.
When selecting an adventure to play,
we should attempt to choose one with-
in our abilities. The rating system, how-
ever, is far from being standardized. A
"standard" level game from one compa-
ny may be far more difficult than an "ad-
vanced" rated game from another. If you
choose a game that's out of your league,
it can easily become a bore. When you
get stuck and there seems to be no way
out, and hours have passed since any
progress at all was made, you might just
feel like tossing it. But wait!
Not all of us have a group of friends
we can rely on to discuss the merits of
certain computer games over others. If
we do, we can easily ask a friend who's
played a particular adventure to rate it
for us. We can even ask for help when-
ever we need it.
ANALOG COMPUTING
APRIL 1986 / PAGE 9
Adventure Fun continued
Well, as we all know, there are many
different "hint" books on the market to
help us through the most Herculean ad-
venture. These come in one of two ba-
sic categories: full-blown books that
include hints, maps and solutions to per-
haps thirty or more adventures; or in-
dividual hint books (like Invisiclues from
Infocom), which give you gradual
nudges in the right direction on a specif-
ic adventure adventure only. A multi-
adventure hint book can cost up to $20,
while individual hint books are in the
$8 range. They do their job well and will
get you through the selected adventures,
but you must pay the price for your lack
of patience and creativity.
Hints on adventuring.
Every adventure requires you to find
certain objects and manipulate them in
specific ways, in order to accomplish
your goal. With that in mind, here are
some hints to help all computer adven-
turers along their way to a successful
quest.
[1] More often than not, once you've
used an object you won't need it again.
(2) Since the number of objects you
can carry is always limited, drop the
item you just used in a safe place.
(3) If the game seems to employ the
logical approach, as mentioned earlier,
ask yourself what you'd do in real life
if confronted with the same set of cir-
cumstances.
(4) Make a list of all possible solutions
to a particular problem, then test them
out. Eliminate one at a time.
(5) Always keep a running list of the
objects you've found and what each has
been used for thus far.
(6) Naturally, if the situation requires
it, make a map. Mark on it the many lo-
cations and items found. Often, where
a particular item is originally located
will give you a clue as to its use.
(7) When stuck, review the list of
items that you've found and focus on the
ones that you haven't yet used, to see
how they might fit into the solution.
(8) If you're still stuck, look at the list
of found items again. This time, try to
see if one item can be used with anoth-
er. An obvious example is: bullets with
a gun. There are many not-so-obvious
combinations that can lead to a break-
through.
(9) Read, read, read! Always read the
descriptions thoroughly. There are hints
hidden in text and, sometimes, in the
graphics if you're playing a graphic ad-
venture.
(10) When you're really stuck and
have exhausted all your logical ability,
your computer and telecommunication
equipment can really help.
Getting help.
Many times I've come up against a
solid wall of confusion, unable to make
further progress in a game. Since I'm
playing a computer adventure, I feel that
acquiring a hint through my own real-
life computer is both fair and ingenious!
On go the red lights of my modem; on
go the drive lights; up comes the
telecommunications software; the air
fills with the beeps of the modem dial-
ing a local bulletin board. Ah, the sweet
sound of "Connect!"
If you have telecommunications
equipment, by all means put it to work
to help you solve adventures, as well.
While you may not know anyone down
the street to help with your gaming pro-
blems, the world is full of adventurers
just like you. Many, you will find, have
solved the adventure you're now on and
they're more than happy to help a fel-
low adventurer.
I've left messages for adventure game
help on bulletin boards throughout my
city and the surrounding area, and I've
always received help from my remote
friends — people I don't even know!
They've never let me down. So many
times I did all I could to get past a per-
plexing problem, with no success.
By leaving a specific message on lo-
cal boards, requesting not a solution but
a hint, I've always managed to continue
my quest without having to purchase
books and hints. This method requires
its own degree of patience, however, be-
cause it can be several days before a re-
sponse is posted to you — but it will be
posted. Help is on the way. Post the
same plea for help on several boards
simultaneously, to decrease the response
time.
When looking for a board to post help
messages, it's best to find one that deals
specifically with your computer. Some
adventures have slight variations from
one system to another, and you could get
even more frustrated if you're not care-
ful.
Most BBSs (Bulletin Board Systems)
have a menu selection which defines the
equipment configuration used by the SY-
SOP (System Operator), so take a look.
Friendships can be established through
your local boards, as well. After a num-
ber of message exchanges on a board
with someone who's helping you, it's not
uncommon to exchange voiceline phone
numbers, so that you can get instant
help (and make a new friend).
With diligence and patience, you can
solve any adventure game, getting as lit-
tle or as much help as you need, while
going on your own "live" computer ad-
ventures. Use the hints above to your ad-
vantage.
When all else fails, contact your re-
mote friends, who are just waiting to
help via their modems, and embark on
your very own solution hunt. It could
take you endless miles without ever
leaving your home. It's great fun to see
messages posted to you, containing
hints to help you get more fun out of ad-
venture gaming. After all, we play these
games to have fun, not to waste time. B
Daniel A. Silvestri taught at a universi-
ty before turning to sales. Now the Re-
tail Account Manager in Illinois and
Wisconsin for AshtonTate, a major man-
ufacturer of business software, he enjoys
adventure games, personal manage-
ment, and business software.
FROM
OPPORTUNITY
DISK
For $2.95 (plus $1.00
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to see the oppor-
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Just boot the disk into
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13 Whitest.
Seneca Falls, N.Y. 13148
Atari® is a registered trademark of Atari
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Senecom® is a registered trademark of
Seneca Computer Company, Inc.
PAGE 10 / APRIL 1986
ANALOG COMPUTING
32K Cassette or Disk
TUTORIAL
The Dragon
and °
The Turtle
by Sol Guber
A precursor of LOGO was the language LISP. It was
used for list processing and had a very unusual prop-
erty: the statements that were used to run a program
were themselves a list. Thus, LISP could manipulate
itself in ways that are only dreamed of in other lan-
guages. It's for this reason that LISP is still around
today since it's an ideal language for use in artifi-
cial intelligence work. List processing is still part of
LOGO — a very important part.
Let me digress and explain some of the LISP-
derived commands that are still found in LOGO.
First, variables are very difficult to handle in LOGO,
but lists are a necessary part of the language. Com-
mands like SETPOSition expect a list of two num-
bers, so that the turtle will know where to move.
There are strange commands, like BUTLAST and
BUTFIRST, to take a list and give back another list
that's the same, except that the first item in the list
is gone (BUTFIRST). Lists can be made up of other
lists. They can be put together and taken apart.
There's even a special command called NUMBER that
tells how many members are in a list.
One further digression, I've been talking about lists
and haven't shown any examples of one. In LOGO,
lists are enclosed in brackets []. It can be a list of
names [Rebecca Lauren Gabriel Daniel], numbers [3
6 2 8], or a mixed list (with the first element in the
list itself a list) [[1 3 7 2] Rebecca Gabriel Jason].
Let's call this list ABC. ABC has four members in
it. If we asked LOGO to NUMBER ABC and PRINT
the answer, it would give us 4. If we asked LOGO
to BUTFIRST ABC, then LOGO would give us [Re-
becca Gabriel Jason]. If we asked for FIRST ABC,
then it would give us [1 3 7 2]. Several other com-
mands that can be used for manipulating lists in-
clude: SE, WORD, and CHAR.
You're probably asking yourself how this relates
to anything that's fun or useful. When a command
is written in LOGO, it's written as a list. The com-
mand can be manipulated and changed, then run.
LOGO doesn't care if it's a list or a command.
What we're going to do is write a program to make
the turtle draw what's known as a "dragon curve."
The dragon curve is a mathematical formula that's
very recursive and, in effect, bites its own tail. Ev-
ery dragon curve will become more complicated until
it fills the screen, but every new dragon curve is relat-
ed to its predecessor through a simple procedure.
The dragon curve is a method of making a line that
fills up a space. The classic dragon curve will not
touch itself at more than two points and will never
cross itself. The Dragon and the Turtle (D&T) is made
up so that the classic dragon curve is drawn, or you
can start the dragon curve with your own formula.
ANALOG COMPUTING
APRIL 1986 /PAGE 11
«l
The Dragon and the Turtle continued
To make the turtle draw a dragon curve is very
easy. The classic dragon curve of order 1 is L. This
means that the turtle walks forward so far, then makes
a left turn and walks the same distance again. Order
2 takes the Order 1 curve, adds an L to it, then goes
backwards through the old one, reversing every L to
an R and every R to an L. Thus, the Order 2 curve
is L-L-R. This means that the turtle walks forward,
makes a left turn, walks forward, makes a left turn,
walks forward, makes a right turn, then walks for-
ward again.
The Order 3 curve is made from the Order 2 curve.
It is LLR-L-LRR, again reversing the Ls and Rs in a
backward direction. Order 4 is LLRLLRR-L-LLRRLRR,
and so forth. It's very easy to teach the turtle to walk
this path. As the path becomes more complicated,
it begins to look like a Chinese dragon.
Now let's get back to list processing. Let's assume
that there's a list with the instructions for a turtle on
how to walk to make a dragon curve. If it's a list, then
it can be manipulated, with a new list made that's
the next order of complexity, and then the next. Let's
see how this is done. There are procedures used to
manipulate this list of the directions.
First let me explain several of the less common
LOGO commands. The ones that I'll describe are SE
(SEntence), RUN, and COUNT. I'll also explain more
about the recursiveness of LOGO.
SE is an easy command. It takes the elements as
its inputs and makes a list of them. For example, SE
[1 2 3] [REBECCA LAUREN] would give an output
of [1 2 3 REBECCA LAUREN] . This is very useful
for making up lists. It's not the same as using LIST
to combine them, because then we'd get [[1 2 3][Re-
becca Lauren]].
The difference is more evident if we use the NUM-
BER command to determine the number of elements
in the list. If we NUMBER the first list made by us-
ing SE, then the result would be 6. If we NUMBER
the second list made by using LIST, then the result
is 2.
The next strange command is RUN. RUN takes the
next list and tries to make it perform an action. If
all the commands in the list are defined, then the
proper action will be performed. This is the heart
of any LISP program, the making of a proper list and
RUNning it.
Another useful set of commands is BUTFIRST and
FIRST. Let's again use the list [12 3 4]. The FIRST
member is [1] and BUTFIRST is [2 3 4]. There's a cor-
responding set of commands called LAST and BUT-
LAST, which take the list and everything but the last
member in a list.
Finally, there's the command WORD, which makes
up a word out of its inputs, and CHAR, which out-
puts a character from a number value.
There are two other commands used in D&T. The
first is RC (Receive Character) which outputs the next
character read from the keyboard. There's also RL (Re-
ceive Line) which gets a whole line that is typed and
ended with RETURN.
Now that I've introduced several of the new com-
mands to be used, let's go through the program. The
main command is DRAGON. It MAKEs STEP 50 and
then does procedure START. START asks if you want
to make your own dragon.
The next statement is an IF test, to determine if
the character typed is an N. If it is, then DRAG is
made equal to [L], and a classic dragon is drawn. If
the character isn't N, then a line is printed telling you
to type Rs and Ls to make your own formula for a
dragon.
DRAG is made equal to the value from RL (Receive
Line).
There are two checks to decrease the size of STEP,
so that the dragon will fit on the screen. The pro-
gram then returns back to DRAGON. WINDOW is
called to make the field larger, so that the turtle will
go out of bounds rather than make a poor dragon
curve. Then DRAW is repeated 10 times.
DRAW is the main procedure. It calls most of the
other procedures and makes the turtle draw the drag-
on curve correctly. The first thing DRAW does is
check to see if a key has been pressed (KEYP). If it
has, then the program stops.
The next thing D&T does is make a new variable
equal to DRAG. If you remember the conventions of
PAGE 12 /APRIL 1986
ANALOG COMPUTING
LOGO a " before a variable signifies the name. A :
before a variable signifies its value. So MAKE "WORK
.-DRAG means make the variable WORK equal to the
value of DRAG.
The next step is to put an L on the end of WORK.
This is done by making WORK equal to the SEntence
of WORK CHAR 76 (LJ. Next, the procedure REDO
is called.
REDO is a recursive procedure. This means that
it uses itself. The only way this can work — and not
turn into an endless loop — is if there's a check to stop
the loop.
The first statement does just this. If 0=COUNT
:DRAG, then stop. If there are no more values in
DRAG, then stop. The next statement makes the
modifications for the next order of the dragon curve.
IF R is the last member of DRAG, then MAKE
"WORK the value of WORK and CHAR 76 (LJ . Other-
wise make WORK equal to WORK and CHAR 82 (RJ.
The next line makes DRAG equal to BUTLAST
DRAG, and the REDO does it again. Each time DRAG
goes through REDO, it becomes shorter. It will fi-
nally fall out of REDO and return.
Back in DRAW, DRAG is made equal to WORK. The
screen is cleared (CS), then we TELL turtle to go
to work. The next statement is the heart of the pro-
gram. It's RUN :WORK. It says to take the list found
in WORK and RUN it.
As we've seen previously, WORK is made up of a
series of Rs and Ls. Now we're telling the program
to RUN this? There are still some procedures that we
haven't yet gone through, and two of these are R and
L. R calls WALK and gives it two values: 90 and
STEP.
The procedure L calls WALK with the values: - 90
and STER WALK takes these two values and makes
a RIGHT turn of the number of degrees, then moves
forward the STEP length. What we've done is define
R and L so that they make sense in this program.
When we tell the program to RUN :WORK, what it
will do is take the Rs and Ls, and make a pattern on
the screen.
[Continued on next page]
WHAT IS
CHECKSUM DATA?
Most program listings in ANALOG Computing are followed by a table of numbers appearing as
DATA statements, called "CHECKSUM DATA." These numbers are to be used in conjunction with
D:CHECK and C:CHECK (which appeared in ANALOG Computing issue 16 and the ANALOG
Compendium) or with Unicheck (from issue 24, updated in issues 31 and 39).
D:CHECK and C:CHECK (written by Istvan Mohos and Tom Hudson) and Unicheck (by Tom
Hudson) are designed to find and correct typing errors when readers are entering programs from
the magazine. For those readers who would like copies of these articles, you may send for back
issue 16, 24, 31 or 39 ($4.00 each) or the ANALOG Compendium ($14.95 plus $2.00 shipping and
handling) from:
ANALOG Computing
P.O. Box 625
Holmes, PA 19045
ANALOG COMPUTING
APRIL 1986 / PAGE 13
«l
The Dragon and the Turtle continued
The rest of the program is rather straightforward
now. Once turtle has made the pattern, SET_UP
tells all four turtles to simultaneously make the same
pattern, using another RUN :WORK command. All
the turtles are oriented at 90-degree angles, so that
there will be four dragons tail to tail on the screen.
After this is done, REDUCE makes STEP smaller, if
it's not less than 4. The program then falls back to
DRAGON.
There's one more set of routines used in this pro-
gram which wasn't added at a specific spot. One of
the lacks of LOGO is that there's no screen dump rou-
tine written specifically for it to work with any sort
of printer. I've written a set of procedures to put a
screen dump on a printer, but it needs to be specifi-
cally modified to run on individual printers.
First, let me explain about how the screen's set up
in memory. There's an area in memory called "screen
memory," which contains information on what will
be put on-screen. Each byte of memory contains 8
bits. The system uses these two at a time to make
the dots on-screen. The turtle draws in graphics 7
mode, and each byte of memory corresponds to 4 dots
(or pixels) on the screen. The bits, taken two at a time,
say which color is to be used for the dot. Since 2 bits
can only have the values of 00 01 10 11 (0, 1, 2, 3),
this corresponds to which pen is used to make the
dot.
The screen dump takes the 8 bits and divides them
into two parts. It then looks at each 4-bit part, which
contains the information about 2 pixels and decides
what pattern it is. Since most printers cannot make
colors, this routine simply determines if the pixel is
lit or not.
The four possibilities for 2 pixels are: both dark,
left dark-right lit, left lit-right dark and both lit. Since
there are 160 pixels across the screen, the 2-pixel pat-
tern will correspond exactly to the 80 columns across
the page, and a screen dump can now be done.
Since every printer is different, four procedures
have to be modified to correspond to your particu-
lar printer. I have an NEC 8023, and D&T was writ-
ten for that, but it's easy to make the changes. The
four procedures needing modification are: BLANK,
LEFTBLANK, RIGHTBLANK and SQUARE. These
send certain characters to the printer. To do this, SET-
WRITE "P:" must be done first. Then, when BLANK
is used, it TYPEs the CHAR whose value is 32 into
the printer. In most printers, this is the value that's
the blank character. LEFTBLANK uses the CHAR 139
to put a half-column of darkness on the printer. On
other printers (like the 825) the value 24 is used. The
Epson uses a 234 for this. SQUARE uses the value
135 to put a black square on the printer. The 825 uses
a 162, and the Epson a 239.
On the 825, a 150 value will give a RIGHTBLANK.
The Epson uses a 233, however, the RIGHTBLANK
for the NEC uses a more complicated routine — to put
a blank right on the printer. The NEC doesn't have
a special character for a half column with the right
partially filled, so I had to make up my own. The
NEC does have something called "pin addressing,"
which can make up for this.
Every pin of my dot-matrix printer can be told
whether to be "in" or "out." What I want for RIGHT-
BLANK is a character made up of four vertical col-
umns of nothing, then four columns of full blackness.
To do this, we need to send the printer coding that
sets up properly for pin addressing {27 83), then tell
it that there will be eight numbers coming to be used
(48 48 48 56). Finally we give coding for the actual
printing [0000 255 255 255 255). I've generated
my own character, with the printing that I want.
We also need to have the lines closer together, to
make the picture appear more realistic. There's a
procedure called SPACING that changes the spacing
to 8 /7 2 of an inch. This will have to be modified to
your own printer. The Epson uses a [27 65] coding.
Thus, to do a screen dump, PRINTER is called.
It determines the first spot in memory that's screen
memory, by checking the pointer at 14273, and sets
this value to SCREEN. It starts the printer and
changes the spacing, then calls LINE 96 times to print
out all 96 lines of the screen. Last, it turns off the
printer. LINE calls PIXEL 40 times and, after each
call, increments SCREEN.
PIXEL finds the value at the location SCREEN and
separates it into two parts which it sends to WRITE
if these aren't 0s. If they are 0s, then two BLANKS
are sent, and the procedure returns to LINE.
WRITE determines if a BLANK, a RIGHTBLANK,
a LEFTBLANK, or a SQUARE coding is to be sent
to the printer. It then returns to PIXEL.
PRINTER is extremely slow. It will take almost five
minutes to print out the full screen. I'll control my-
self and make no bad puns about turtles. There are
facilities to create the screen dump in machine lan-
guage, but that's not the purpose of this program. If
I were to add it, the step would be in DRAW, as fol-
lows: IF .-STEP <5 THEN PRINTER.
This article is an example of a program writing its
own program, the major characteristic of LISP. It
doesn't care if the list contains names, numbers or
instructions, it's treated and stored just the same.
PAGE 14/ APRIL 1986
ANALOG COMPUTING
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Makes your disk drive read and write faster, and allows you to execute the HAPPY WARP SPEED SOFTWARE.
Available only for ATAR1 1 050 and 81 disk drives. 1 050 version allows true double density plus the original single
and enhanced density. PRICE INCLUDES WARP SPEED SOFTWARE BELOW, installation required.
HAPPY WARP SPEED SOFTWARE REV 7 (not sold separately)
Includes the famous HAPPY BACKUP and COMPACTOR which are the most powerful disk backup utilities
available for your ATARI computer, plus MULTI DRIVE which allows high speed simultaneous reading and writing
with up to 4 HAPPY ENHANCED drives, plus SECTOR COPIER which is the fastest disk copier that supports the
130XE RAMDISK, plus the WARP SPEED DOS which improves ATARI DOS 2.0s to allow fastest speed, plus
HAPPY'S DIAGNOSTIC which allows comprehensive disk drive testing.
HAPPY 1050 CONTROLLER $64.95 order number HC2G
For use with HAPPY ENHANCED 1050 disk drives only. Allows easy access to HAPPY 1050 slow and fast speeds
and ultimate control of disk drive write protect, including writing to disk back side and protecting valuable data
disks. Printed circuit board has switches and write protect indicator LED, installation required.
GET YOUR FAVORITE HIGH SPEED DOUBLE DENSITY DOS
Both of these disk operating systems support the fastest speed with both HAPPY 81 0* and 1 050, and with HAPPY
1050 you get true double density. WARP SPEED DOS XL is HAPPY's own version of OSS DOS XL, and includes
under cartridge, under ROM and AXLON RAM disk version, and is order number HC4G at $29.95. TOP DOS
version 1 .5 from ECLIPSE SOFTWARE has more menu driven features, operates in all three densities, supports the
130XE RAMDISK, and is order number HC6G at $39.95. *Note: 810 requires upgrade below.
810 VERSION 7 UPGRADE $49.95 order number HU3G -XXXX
Allows older 81 HAPPIES to use newer software. Includes custom plug in IC and rev 7 WARP SPEED SOFTWARE.
Same price for all HAPPY 810s registered or not. When ordering replace XXXX in part number with the serial
number of your HAPPY COMPUTERS manufactured 81 board, or with a 2732 or 2532 which corresponds to the
EPROM part number in your HAPPY 81 socket A1 02 of your side board modified HAPPY (not made by HAPPY
COMPUTERS), installation required. Upgrade not needed for new 810 HAPPYS and serial number over 8000.
SUPER PACKAGE SPECIALS
Get a HAPPY 1050 ENHANCEMENT and CONTROLLER and WARP SPEED DOS XL for just $199.95 order
number HS5G, or get the same with TOP DOS 1 .5 instead of DOS XL for just $21 4.95 order number HS7G. If you
already have the 1 050 ENHANCEMENT you can get the HAPPY 1 050 CONTROLLER and WARP SPEED DOS XL
for $74.95 order number HXL9G, or get the HAPPY 1 050 CONTROLLER and TOP DOS 1 .5 for just $84.95 order
number HTD9G. For other specials and dealer pricing call (408) 779-3830.
All prices include UPS shipping in USA, add $1 0.00 for shipment outside USA. California residents add sales tax. No extra charge for credit cards or COD, VISA or
MASTERCARD accepted. Our toll free number is an order taking service, not our line. To ORDER ONLY call (800) 538-81 57 outside California, or (800) 672-3470
inside California, ask for extension 81 7 and have your credit card, part number and quantities ready. Toll free hours 6 am to 1 2 pm Mon.-Fri., 8 am to 8 pm Sat. &
Sun., Pacific Time. For answers to questions call HAPPY COMPUTERS at our number below. Office hours 9-5 Mon.-Fri. Pacific Time.
HAPPY COMPUTERS, INC.
P.O. Box 1268 * Morgan Hill, CA 95037 * (408) 779-3830
^
The Dragon and the Turtle continued
Thus, an instruction list can be modified when need-
ed or when checked by external observations. It's this
capability which makes LISP the language of choice
for artificial intelligence work. H
TO DRAGON
MAKE "STEP 50
START FS
REPEAT 10 tDRAHl
END
Attention: In the article The Dragon and the
Turtle, the exclamation points at the end of pro-
gram lines shouldn't be typed in. They are there
to indicate that the statement wraps around to
the next line.
TO LINE2
TYPE .EXAMINE :SCREEN
HAKE "SCREEN : SCREEN + 1
END
TO LIHE1
REPEAT 40 ILINE21
END
TO R
HALK 90 5 STEP
END
TO SET_UP
TELL [0 1 2 31 PU HOME CS
TELL 1 SETH 5ETPC 39
5ETPN
TELL SETH -90 SETPC 1 15
SETPN 1
TELL 2 SETH 90 SETPN 1
TELL 3 SETH 180 SETPC 2 87
SETPN 2
TELL tO 1 2 3]
PD
END
TO REDO
IF = COUNT :DRAG [STOP]
IF ERUALP "R LAST :DRAG [HAKE "WORK !
SE :H0RK CHAR 761 [MAKE "HORK SE :H0!
RK CHAR 821
MAKE "DRAG BUTLAST :DRAG
REDO
END
TO REDUCE
IF 4 > :STEP [STOP]
MAKE "STEP INT !STEP / 1.3
END
TO DRAW
IF KEYP [STOP]
MAKE "HORK :DRAG
MAKE "HORK SE :H0RK CHAR 76
REDO
HAKE "DRAG :H0RK
TELL
CS
RUN :H0RK
HAIT 45
SET-UP RUN :H0RK
REDUCE
END
TO START
PRINT [DO YOU HNAT YOUR OHN DRAGON Y!
/ Nl
IF EOUALP RC "N [MAKE "DRAG [LI STOP!
1
PRINT [YOU HILL NEED TO TYPE R'S AND!
L'SI
PRINT [HITH A SPACE BETWEEN EACH ONE!
] MAKE "DRAG RL
IF 5 < COUNT :DRAG [MAKE "STEP :STEP!
/ 1.2]
IF 8 < COUNT iDRAG [MAKE "STEP S5TEP!
/ 1.21
END
TO L
HALK
END
-90 :STEP
TO HALK :a :b
RIGHT :A
FD :B
END
TO NAME
IF = COUNT :H0RK [STOP]
RUN FIRST :H0RK
MAKE "HORK BUTFIRST :H0RK
NAME
END
TO PRINTER
HAKE "SCREEN .EXAMINE 88 * 256 K .EX!
AMINE 89
SETHRITE "P: SPACING
REPEAT 96 [LINE1]
SETHRITE []
END
TO BLANKING
REPEAT 25 [RIGHTBLANK]
PRINT []
END
TO LINE
REPEAT 40 [PIXEL!
END
TO PIXEL
MAKE "SPOT .EXAMINE : SCREEN
HRITE INT :SP0T / 16
HRITE REMAINDER :SPOT 16
HAKE "SCREEN : SCREEN + 1
END
TO RIGHTBLANK
TYPE CHAR 27 TYPE CHAR 83
TYPE CHAR 48 TYPE CHAR 48
TYPE CHAR 48 TYPE CHAR 56
TYPE CHAR TYPE CHAR
TYPE CHAR 8 TYPE CHAR
TYPE CHAR 255 TYPE CHAR 255
TYPE CHAR 255 TYPE CHAR 255
END
TO BLANK
TYPE CHAR 32
END
TO HRITE :A
IF = :A [BLANK STOP]
IF 4 > :A [RIGHTBLANK STOP]
IF 8 = REHAINDER :A 4 ILEFTBLANK STO!
PI
SQUARE
END
TO SPACING
TYPE CHAR 27 TYPE CHAR 84
TYPE CHAR 49 TYPE CHAR 54
END
TO SQUARE
TYPE CHAR 135
END
TO LEFTBLAHK
TYPE CHAR 139
END
TO TRIAL
REPEAT 25 [LEFTBLAHK]
PRINT []
END
PAGE 16 /APRIL 1986
ANALOG COMPUTING
A ATARI
SG-10 PRINTER &
U-PRINT A INTERFACE
$275
This is a SHIPPED PRICE
anywhere in Continental USA
PANASONIC 1091 &
U-PRINT A INTERFACE
$309
This is a SHIPPED PRICE
anywhere in Continental USA
MONITORS
PRINTER
BUFFERS
U-Buff 16K ..79.95
U-Buff64K ..99.95
Commodore 1802 ...169
Taxan Call
Sakata 100-C 169
Indus GT . . Call
Amdek Call
Samsung Green . . 79.95
Samsung Amber . . 79.95
Monitor Shipping $10 00
PRINTER
INTERFACES
U-Print A 59.95
P.R. Conn 69.95
U-Print A
W/16K 79.95
U-Print A
W/64K 99.95
MPP1150 .... 59.95
.IL
micfonici-
SG-10 209
SG-15 369
SD-10 339
SD-15 449
SR-10 Call
SR-15 Call
MODEMS
Volksmodem
1200 189
Atari XM-301 . . . 44.95
US Robotics
2400 469
Password 1200. .209
Novation Call
Prometheus
1200 319
While Supplies last
850 INTERFACE 125
ATARI 130XE
1050 Disk Drive
1027 Printer
CALL FOR
INDIVIDUAL AND
SUPER PACKAGE
PRICE
PRINTERS
Citoh 7500AP ... 219
Epson Call
Toshiba 1340.... 559
Legend 808 169
Panasonic 1091 ...245
Panasonic 1080.. 215
Powertype 309
HUNDREDS OF
ITEMS
AVAILABLE FOR
THE
ATARI
PLEASE CALL
Infocom ST
THE ENTIRE CATALOG OF INFOCOM IS AVAILABLE
CALL FOR PRICES
Hippopatamus
Call for items and prices
Haba ST
Hippo C 54.95 Haba File 54 95
Checkminder 54 95 Haba Com 54 95
Business Letters 3495 ___ „_
Wills 3495 OSS ST
Haba Writer 54.95 Personal Pascal 64 95
HabaCalc 54 95 Personal Disk Kit 27 95
HabaGraph 54 95 Personal Prolog 7995
Casio CZ 101 Electronic Keyboard w/Midi Interlace 369
ATARI 520 ST
SOFTWARE & HARDWARE*
Call
• SUPER SPECIALS • SUPER SPECIALS
520 ST RGB System
520 ST Monochrome
System Cali
SF354SS/DD
Disk Drive Call
20 Megabyte
Hard Drive Call
SF314 DD/DD
Disk Drive Call
*Please call for slock availability
on ST products before ordering by mail
Miscellaneous ST
Gato 34 95
King's Quest II 34 95
ST Talk 17 95
H S DBase 6995
Typesetter ST 27 95
Habadex Phone 3995
General Ledger Call
Word Invaders 24 95
Miscellaneous ST
PC. Intercom 89 95
The Final Word 94 95
Hex 27 95
Sundog 27.95
Flip Side 24 95
Soltspool 24 95
VIP Professional 129 95
Ultima II 3995
Perry Mason 34 95
Degas 27 95
Farenheit451 34 95
Amazon 34 95
Hacker 2995
9 Princesses Amber . . . .34 95
Dragonworld 34.95
Treasure Island 27 95
Wizard of Oz 27.95
Transylvannia 27.95
Borrowed Time 34.95
Mi-Term 54.95
Regent Word 34.95
Regent Spell 34.95
Zoomracks 59.95
Winnie the Pooh 19.95
Isgur Portfolio Call
Easy Draw Call
ST Tool Box 24.95
Mudpies 23.95
Mindshadow Call
Music Studio Call
Silent Service Call
Flight Simulator Call
SUPER SPECIALS • SUPER SPECIALS •
Pinball Financial - ~ =. Archon 16
Construction. . .16.95 Cookbook 26.95 electronic arts* Skyfox 24
7 Cities/Gold .... 21.95 Movie Maker 22.95
One on One 21.95
PRICES EFFECTIVE NOW THROUGH APRIL 30, 1986
16.95 Mule 16.95
24.95 Archon II 21.95
Music
Construction. . .16.95
• SUP ER SPECIALS • SUPER SPECIALS ■• SUPER SPECIALS • SUPER SPECIALS • SUPER SPECIALS •
A T
ACTIVISION
Call for items and prices
BRODERBUND
Karateka-D 20.95
Champ Loderunner-D . ..2395
Print Shop-D 28.95
Bank Street Writer-D . . .34.95
Print Shoo Graphics
I. n or III D 19 95
Print Shop Paper 16 95
Print Shop Comp 27 95
INFOCOM
Deadline-D 29 95
Enchantei-D 24.95
Inlidel-D 29.95
Planetfall-D 24 95
Sorcerer-D 29 95
Starcross-D 2995
Starcross-D 2995
Suspended-D 29 95
Witness-D 29 95
SeaStalker-D 24 95
Cutthroats 24 95
Suspecl-D 29 95
Hiichhikei-D 24 95
Zork l-D 24.95
Zork llorlll-D 27.95
Wishbringer-D 27.95
Spellbreaker-D 29 95
XLENT SOFTWARE
Megafont-D 19 95
Page Designer-D 2395
Typesetter-D 27 95
Megafiler-D 23.95
Rubber Stamp 23.95
GAMESTAR
Stat League
Baseba!l-D/T 20 95
Starbowl Football-D/T 20.95
^0n Track Racing-D 20.95
A R
MICR0PR0SE
Silent Service-D 23 95
Gunship-D 23.95
Accrojel-D 2395
F-15 Strike Eagle-D 23 95
Decision in Eagle-D 27 95
Kennedy Approach-D . . .2395
Crusade in Europe-D 27.95
OPTIMIZED
SYSTEMS
Basic XE-Cart 52 95
MAC 65 XL-Cart 49.95
Action-Cart 4995
Basic XL 39.95
All Tool Kits 2095
ELECTRONIC ARTS
Archon 19.95
Archon II 24.95
Mule 19 95
Realm/Impossibility 19.95
Murder /Zinderneuf 19 95
Music Construction 19.95
Pmball Construction . . . .19 95
One on One 24 95
Seven Cities of Gold 24.95
Financial Cookbook 29.95
EPYX
Rescue on Fractalus-D 19.95
The Eidolon D 24 95
Koronis Rilt-D 24.95
Ballblazer-D 24.95
Summer Games-D 24 95
DATSOFT
Goonies 23.95
Zorro 23.95
Alternate Reality 27.95
D— DISK T— CASSETTE
CART— CARTRIDGE
BATTERIES
INCLUDED
HomePak-D 34 95
Paper Clip-D 3995
B-Graph-D 34 95
-EST. 1982-
MISCELLANEOUS
TAC III Joystick 14.95
TAC II Joystick 12.95
Starfighter Joystick 9.95
Silk Stik Joystick 7.95
Wico3-Way Joystick ...23.95
.omputrfhblLLtu
P.O. Box 17882, Milwaukee, Wl 53217
ORDER LINES OPEN
Mon-Fri 11 a.m. - 7 p.m. CST • Sat, 12 p.m. - 5 p.m. CST
To Order Call Toll Free
800-558-0003
For Technical Info, Order
Inquiries, or for Wise. Orders
414-351-2007
ORDERING INFORMATION: Please specify system. For fast
delivery send cashier's check or money order. Personal and
company checks allow 14 business days to clear. School PCs
welcome. C.O.D. charges are S3.00. 1 n Continental U.S.A include S3.00
for software orders. 4% shipping for hardware, minimum S4.00.
Master Card and Visa orders please include card ff, expiration date
and signature. Wl residents please include 5% sales tax. HI. AK. FP0.
AP0. Puerto Rico and Canadian orders, please add 5% shipping,
minimum $5.00. All other foreign orders add 15% shipping, minimum
S10.00. All orders shipped outside the Continental U.S.A. are shipped
first class insured U.S mail If foreign shipping charges exceed the
minimum amount, you will be charged the additional amount to gel
your package to you quickly and safely. All goods are new and
include lactory warranty. Due to our low prices all sales are final. All
defective returns must have a return authorization number. Please call
(414| 351-2007 to obtain an R.A.S or your return will not be accepted.
Prices and availability subject to change without notice.
W A
MISCELLANEOUS
Panzer Grendier-D 24,95
Hacker-D 19 95
Mindshadow-D 19.95
Countdown/Shutdown-D 19.95
Cross Ctry Road Race-D 19 95
Master of Lamps-D 19.95
Maslertype-D 27.95
Flight Simulator-D 34 95
Home Accountant-D . . . .49 95
Monkey Wrench-Carl . . .2395
Ultima 1 1 ID 37.95
Saigon 1 1 l-D 34.95
Spy vs Spy-D 2395
Oclesta Chess-D 49 95
MMG Basic Compiler-D 6995
Net Worth-D 49.95
Ramrod XL 69 95
Universe-D 69 95
Beachead-D 2195
Letter Perfect-D 39 95
Data Perlect-D 39.95
Fleet System ll-D 49 95
Strip Poker-D 23.95
Halley Project-D 2995
Micio League Baseball-D 29.95
Harcourt/BraceS.AT-D 49.95
Ultima l-D 23.95
Ultima ll-D 37.95
F-15 Strike Eagle-D 23.95
Ultima IV-D 4195
Alien Voice Box 99.95
Spy Hunter-D 29 95
Tapper-D 29 95
Ken Uston's Blackjack-D 4995
Omnrmon 69 95
Island Caper-D 23.95
General Manager/MLB 29.95
Fight Night 24 95
Hardball 24 95
Raid Over Moscow 27.95
Beachead II 27,95
R E
SSI
Carrier Force-D 37 95
Combat Leader-D 24 95
Cosmic Balance ll-D 24 95
Cosmic Balance-D 24 95
Broadsides-D 24.95
War in Russia-D 49 95
50 Mission Crush-D ....24.95
Questron-D 32 95
Rails Wesl-D 24 95
Computer Ambush-D ...37 95
Galactic Adventures-D 37.95
Computer Baseball-D . . .24 95
Reforger 88-D 37 95
Objective Kursk-D 24 95
Breakthru/Ardennes-D 3795
Field ol Fire-D 24,95
Imperium Galatium-D . . .24 95
Oper Market Garden-D 32.95
Kampfgruppe-D 37 95
Computer Quarterback-D 24.95
Colonial Conquest-D 24 95
Gemstone Warrior-D ... .21 95
Six Gun Shootoul-D 24 95
Battle ot Antietnam 32 95
USAAF 37 95
Nam 27.95
SYNAPSE
Synlile 32.95
Syncalc 32 95
Syntrend 25.95
Synchron 25 95
Syncom 2595
Synslock 25.95
Loderunners Rescue -20 95
Syncalc Templates 16.95
Essex 2795
Brimstone 27 95
Mindwheel 27 95
ATARI isajrademark
of ATARI, INC.
No surcharge for MasterCard FR or Visa S
CIRCLE #107 ON READER SERVICE CARD
aba Wills 24.9!
Haba Writer 32.95
Hippo-C 36.95
PC Intercom 74.95
Chat 17.95
VIP Professional 121.95
Intocom Games 29.95
Hex 29.95
Express 29.95
Degas 25.95
SunDog 27.95
Hippopatamus Software Call
WHITE 20 LB
2500 Shts. Laz. Edge 26.95
1000 Shts. Laz. Edge 16.95
500 Shts. Laz. Edge 11.95
ASSORTED PASTELS
2500 Shts. Laz. Edge 44.95
100 Shts. Laz. Edge 26.95
500 Shts. Laz. Edge 16.95
Making Labels 1000 QTY 9.95
BONUS 5V<
SS/DD $9.50 -
DS/DD 13.50 —
PRECISION
SS/DD $8.75 -
DS/DD 11.75 -
MAXELL
MD1 $15.95 32.95
MD2 19.95 38.95
MEMOREX
SS/DD $12.50 29.95
DS/DD 16.50 34.95
FF30/20SS/DD. - 59.95
FF50/20SS/DD. 36.95 —
FF50/20DS/DD. 42.95 —
All Diskettes Carry a Lilelime Warranty
STAR MICRONICS
SG-10 210.95
SG-15 369.00
SD-10 321.95
SD-15 441.00
SR-10 469.00
SR-15 582.00
SB-10 565.00
Powertype 299.95
LEGEND
808 154.95
1080 205.95
1380 259.95
1385 295.00
OKIDATA
Okimate 10 170.95
Okimate 20 210.00
182 219.95
192 349.95
PANASONIC
KX-P1D80 209.00
KX-P1091 231.95
KX-P1092 369.00
KX-P1592 Call
KX-P1595 Call
KX-P3131 259.95
KX-P3151 425.00
CITIZEN
MSP10 259.00
MSP15 439.00
MSP20 439.00
MSP25 549.00
SEIKOSHA
SP-10D0 179.95
EPSON
Call for current pricing on all Epson
models.
PRINTER RIBBONS
AND
DUST COVERS AVAILABLE
TEKNIKA
MJ-10 189.95
MJ-22 254.95
ZENITH
ZVM122 74.95
ZVM123 74.95
AMDEK
30DG 117.00
300A 127.00
310A 145.00
Color 300 175.95
Color 600 289.95
Color 700 469.00
Color 710 539.00
ATARI
SM124 174.95
SC1224 335.95
NEC
1201 139.00
1205 139.00
1260 79.95
SAKATA
SC100 159.00
THOMPSON
CM365 289.95
14" RGB Color Composite Amber &
Green Switch
CM366 189.95
14" Color Composite
MODEMS
XMM301 39.95
MPP1000E 52.95
MPP1200 199.95
Volks12 175.95
Volks 3D0 59.95
Hayes 300 137.00
Hayes 1200 385.00
Team Modem 199.00
(100% Hayes Compatible)
Micro Stuller 89.95
U-Call 36.95
CompuServe 17.95
BATTERIES INCLUDED
Homepak 31.95
Paperclip 36.95
BRODERBUND
Bank Street Writer 32.95
Karaleka 18.95
Lode Runner 18.95
Print Shop 27.95
Print Shop Companion Call
Graphics Libraries I. II, & III ea. 16.95
CONTINENTAL
Tax Advantage 34.95
Home Accountant 32.95
MICROPROSE
F-15 Strike Eagle 20,50
Silent Service 20.50
Kennedy Approach 20.50
OSS
MAC 65 48.95
Action 48.95
Basic XL 38.95
Basic XE 48.95
Tool Kits 18.95
SUBLOGIC
Flight Simulator II 31.95
Jet Call
Night Mission Pinball 20.50
SYNAPSE
Synfile 31.95
Syncalc 31.95
1050 149.95
Happy 1050 299.95
Happy Enhancer 139.95
U.S. Doublers 54.95
DT Duplicator 149.95
DT Doubter 54.95
Indus GT 198.00
SF314 215.95
SF354 169.95
Haba 10 Meg Hard Call
PP1150. .
Print/Port. .
Print/16K. .
Print/64K. .
I Connection
DISK DRIVES
WHITE HOUSE
COMPUTER
P.O. Box 4025
Williamsport, PA 17701
"Where Prices are Born,
Not Raised."
WtmUtKHiitt
Ordering and Terms:
Place orders Monday-Friday 9am-7pm. Customer service calls taken Monday-Friday 10 a. m
4pm. No deposit on C.O.D. orders Free freight on ail prepaid cash orders over 5300 in the
continental U.S.A. APO & FPO orders add $5 per hundred Priority maii add S10 per hundred All
foreign orders add 8% for shipping. UPS shipping add $4 per hundred {East Coast) $5 per
hundred (West Coasl) PA residents add 6% sales tax. Free shipping for PA residents. Orders by
company and personal checks held 3 weeks. Defective iroducts require prior return aulhoriza-
tion. Defective products will tie replaced or repaired according to warranty. No used or recon-
ditioned products sold. Prices and availability are subject to ctiange without notice.
ORDER TOLL FREE
1-800-351-3442
ALL CUSTOMER SERVICE CALLS
AND PA RESIDENTS CALL
1-717-322-7700
VISA 4%, MASTER CARD 4%, AMERICAN EXPRESS 5%
CIRCLE #159 ON READER SERVICE CARD
NEW PRODUCTS
ENHANCED
COMPUTER EYES
Computer Eyes, the real-
world-image-to-video con-
verter, now offers software
supporting graphics mode
9. This new capability per-
mits the production of dis-
plays made up of sixteen
shades of grey, though sac-
rificing resolution.
The program also allows
images to be produced in
the high-resolution graph-
ics mode 8 and graphics-
tablet-compatible mode 7.5.
The new software incorpo-
rates all of the original fea-
tures, including routines
for saving to disk and image capture. Current owners may upgrade to the new software and
updated manual for only $15.00. The entire package, excluding video camera, is available for
$129.95, from Digital Vision, 14 Oak Street, Suite 2, Needham, MA 02192 — (617) 444-9040.
CIRCLE #143 ON READER SERVICE CARD
ENTER THE STRANGE WORLD OF BALLYHOO
Described as a standard-level story and excellent introduction to the Infocom mystery se-
ries, Ballyhoo puts you into the world of intrigue and danger.
You start out as a small-town circus fan who decides to have a look around the back lot
after the show. You overhear a conversation about the owner's daughter, who's been kidnapped.
Since the hired detective is a bit under the weather (caused by being under the bottle), you
take it upon yourself to find and rescue the girl.
Solving puzzles will lead you to areas
where she may be hidden, but these lo-
cales are forbidden to all but circus folk.
You'll meet fascinating characters and
find yourself engaged in the same stunts
you so admired under the big top earli-
er. You'll even learn a little about what
goes on behind the scenes in a circus,
as you dodge danger.
Included in this $39.95 program are:
a balloon, circus program, admission
ticket and a trade card for Dr. Nostrum's
Herbified Extract. Infocom, Inc., 125
Cambridge Park Drive, Cambridge, MA
02140 — (617) 492-6000.
CIRCLE #167 ON READER SERVICE CARD
NAM SIMULATION
Strategic Simulations, Inc. has recently re-
leased NAM. This new computer wargame
features six historically accurate battle situ-
ations.
The three difficulty levels in NAM will
I ■ l*i , :P&
keep things tough for the seasoned campaign-
er, as you fight through Soui Cat (A Bend in
the Road), Ap Bau Bang (Waves of Fury), la
Drang (Death from the Air), Tuy Hoa (Into
the Underground) , Ben Het (A Clash of Ar-
mor) and Hue (City under Fire).
Colorful graphics aid you in playing this
simulation of some of the more notorious skir-
mishes of the conflict. This game is SSI's en-
try into the latest "Vietnam Craze" currently
in vogue, in everything from books to com-
puter software.
An interesting option allows you to choose
whether you'll play each battle from a fiction-
al or historical standpoint.
For more information on this and other SSI
titles, contact Strategic Simulations, Inc. at
883 Stierlin Road, Bldg. A-200. Mountain
View, CA 94043-1983 — (415) 964-1353.
CIRCLE #163 ON READER SERVICE CARD
OTHER NEWS
Cleveland Area Atari User's Group is spon-
soring a computer convention as part of the
1986 International Trade Fair, to be held Oc-
tober 22-29 in Cleveland, Ohio. Planned are
key industry speakers. There will also be pro-
grammers and hardware developers, forecasters, and other high-technology representatives and displays on hand for your edification.
For additional information, you can contact C.A.A.U. Group, 15729 Madison Avenue, Lakewood, OH 44107, or get in touch with the Interna-
tional Exposition Center, 6200 Riverside Drive, Cleveland, OH 44135.
Reference Pak is designed to be used in conjunction with Typesetter by XLent Software. Reference Pak is a quick reference card to help
clarify commands for you when you're in the middle of working with the Typesetter. It should prove a useful tool. Price is $4.95 from Wise
Products Co., 122 North Euclid, Princeton, IL 61356.
ANALOG COMPUTING
APRIL 1986 / PAGE 19
SOFTWARE'S NEW LINE-UP!!
Pascal Products for the Atari Family .....
kyan pascal for the Atari $69.95
kyan pascal is a DOS 2.5 based compiler for the Atari 800/1200XL and 130XE. It's a full Jensen-Wirth and designed
for both beginning and advanced programmers. It's easy to use, lightning fast, and loaded with features like:
■ Optimized 6502 machine code compiler ■ Full screen text editor ■ String handling and Atari graphic support,
■ Source code linking, chaining, and random files, ■ Built-in assembler for inline or
included assembly source code, and ■ Complete tutorial/reference manual.
kyan pascal comes on a non copy-protected, single density disk and requires only 64K of memory.
kyan pascals' New Line-Up!
Programming Utility Toolkit $49.95
Makes pascal program development faster and easier. This
toolkit includes utilities to generate random numbers, load
binary files, sort lists, control screen and cursor functions,
and more. It also includes utilities for disk directories, cata-
logues, and other file management functions.
(Available 2/1/86)
To Older Call: (415) 626-2080
Send Check/ kyan software, Dept. V
Money Order: 1850 Union Street, #183
San Francisco, CA 94123
Please include $4.50/order for shipping/ handling; $12 outside North America.
CA residents add 6.5% sales tax. Purchase orders accepted. Sorry, no COD's.
Advanced Graphics Toolkit $49.95
Adds stunning graphics to your kyan pascal programs! The
graphics primatives in this toolkit let you develop your own
custom graphics. Or, you can use the library routines to en-
hance your programs with windows and clipping, shading,
curves, and 2 and 3 dimensional transformations (with scal-
ing, rotation, and projections). (Available 2/1/86)
15 DAY TRIAL
We Guarantee Your Satisfaction!
Try any kyan product for 15 days.
If not completely satisfied,
return it for a refund.
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SOFTWARE CLUB
GAMES, UTILITIES, TUTORIALS... and more...
$ 7.95 Introductory diskette
29.95 Three months
49.95 Six months
89.95 One year
All programs (including
documentation) reside on diskette.
Back issues starting with January,
1986 can be obtained for $7.95 each.
TUTORIAL DISKS ALSO AVAILABLE:
Basic $9.95
Atari graphics 9.95
C programming language .. 9.95
Pascal 9.95
Send check or money order to:
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CIRCLE #104 ON READER SERVICE CARD
REVIEW
£3
ADVENTURE MASTER
by Christopher Chance
CBS SOFTWARE, CBS INC.
1 Fawcett Place
Greenwich, CT 06386
(203) 622-2525
48K Disk $34.95
by Ray Berube
Have you ever wondered how those
wizards at, say, Infocom design the in-
teractive fiction or text adventures that
keep us married to our Ataris, no mat-
ter what the day or time?
After having played Brian Moriarty's
Crash Dive! (ANALOG Computing's is-
sue 18) or Tom Hudson's Adventure at
Vandenberg A.F.B. (issue 27), did you
rush to your keyboard and begin to de-
sign your very own text adventure?
Stumbling along the road to confu-
sion, you began to realize the complex-
ity of designing this sort of adventure.
Off you rushed to the software store, to
buy Gary McGath's new book COM-
PUTE's Guide to Adventure Games.
Even after memorizing Mr. McGath's ex-
cellent breakdown of the text adventure
design process, you came to a sudden
realization — designing a text adventure
is hard work! It requires not only
thoughtful planning, but also very logi-
cal and meticulous programming. So yet
another project seems to be nearly over-
whelming.
Along comes Christopher Chance's
Adventure Master. Its packaging prom-
ises you "a creative instrument that be-
comes an adventure factory when fueled
by your imagination." It also promises
to help you "create up to sixty rooms
with descriptions, secret exits, magic
words, graphics; in short, entire worlds
into whiriiieWav* adweTitaieTS may trav-
el." Sound too good to be true?
Actually, Adventure Master does de-
liver on most of its promises. In fact, it's
a really good tool, once you're familiar
with how the program works. The big
drawback to this "imagination factory"
is the fact that you don't really learn how
to program a text adventure. You do
learn the intricate planning required for
a fairly complex adventure, but Adven-
ture Master does the programming —
and you have no way to get into its in-
nards. Let's examine some of this pro-
gram's good features. Then we'll get into
some of its nasty quirks.
Adventure Master is menu driven.
From this menu, you can do all of the
necessary writing to produce an adven-
ture. The menu divides the creative
process into three categories: rooms, vo-
cabulary and other.
The documentation explains rooms as
any designated place within an adven-
ture through which a player travels in
search of objects or information. Rooms
have descriptions, objects, passageways
(how to go from room to room) and, if
desired, graphics. A typical example of
a room description might be:
THIS SECRET ROOM IS YOUR LIBRARY OF
FORBIDDEN KNOWLEDGE. ALL ALONG ITS
WALLS ARE BOOKS, SCROLLS, AND JOUR-
NALS COLLECTED FROM EVERY CORNER OF
THE WORLD.
HERE YOU MAINTAIN YOUR OWN JOURNAL
AND DIARY OF YOUR FIENDISH EXPER-
IMENTS.
ALONG THE EAST WALL IS YOUR DESK.
Within this description, the program
allows you to give details of the environ-
ment. It also allows the placement of ob-
jects which can be taken and carried in
inventory. The only problem with this
area of the program is its static nature.
Once a room is assigned a description,
it always remains the same — except for
the object which may be removed. This
tends to force you to design adventures
that are very linear, or use descriptions
which tend to be very general.
The vocabulary section allows you to
define "magic words" and tailor a par-
ser with commands unique to your ad-
venture. The program comes with a
built-in parser which organizes the ad-
venture's compass directions (N, S, E, W,
NE, SE, NW, SW, up and down), plus
some basic commands: look, inventory,
take, drop, score, quit and save.
The designer must augment this list
with more specific commands, to allow
the adventurer to use objects effective-
ly and interact with the surroundings.
"Magic words" is a feature which per-
mits you to designate certain words as
"magical" in the fantasy sense, allow-
ing teleportation, secret entrances, or
superior abilities.
The "other" section of the program
lets you write an introduction to the ad-
venture, establish a system for scoring
points, write an autorun program to
copy and load your adventure on anoth-
er disk, and to provide access to your
game for testing.
Adventure Master requires 48K and
comes on two disks. Included is a very
slim program guide. As a tool, it's a fair
program, but it could have been a dy-
namite program.
ANALOG COMPUTING
APRIL 1986 /PAGE 21
B
Review continued
The first disk contains the program for
designing an adventure and a fully com-
pleted adventure by Christopher Chance.
Entitled Clever Catacombs, it's included
to "familiarize you with how to proceed
through an adventure game as player
and creator." Chances are, if you've
bought this program, you've played your
share of adventures. Nice as it is to in-
clude this adventure, I would have pre-
ferred the space be used to enhance
some of the design features — like in-
cluding a "wandering menace."
The second disk is two uncompleted
adventures by Jean Craighead George,
supposedly created with Adventure
Master. They're left unfinished so that
you can gain some experience with the
program before rushing off to complete
your own design.
These adventures, Wild Trails (which
lets you retrace Ponce DeLeon's travels
through Florida) and Becca in Outlaw
Cave (which lets you find a lost kitten)
are not for the text adventure fan.
They're simplistic and rather boring.
Their design doesn't show the potential
of Adventure Master as well as Clever
Catacombs does. I think they were in-
cluded only to illustrate that a good im-
agination is all that's needed to write a
good text adventure with Adventure
Master. Mr. Chance should have includ-
ed his game on a second disk and omit-
ted these other two. I wanted more pro-
gramming power for my money!
Finally, Mr. Chance could have spent
more time designing and writing the
documentation. The program book is
not as clearly written as it might be.
There are times it's downright confus-
ing and doesn't really instruct you in the
use of the menu-driven program. You
learn as much by trial and error as by
following instructions.
If you want to "write" text adventures,
Adventure Master is a fairly useful tool.
You'll be able to work out some interest-
ing and complex adventures.
If you want to learn how to "program"
text adventures, then study the source
codes printed in the pages of ANALOG
Computing. Spend long hours flow-
charting, mapping and coding your ad-
venture. Check out Clayton Walnum's se-
ries, Adventurous Programming, which
began in issue 39 and finishes up this
month.
There's no shortcut to the wizardry of
Infocom. That road is one of hard work
and meticulous programming. If you
don't want to make that kind of invest-
ment, then buy Adventure Master. It
won't make you a better programmer, but
you'll be able to write some nifty adven-
tures, fl
Raj' Berube is an Atari addict. He has
a B.A. in English and an Associates de-
gree in computer science. When he's not
playing a text adventure on his 600XL,
he's either writing poetry or working on
a theatrical production. He's the resident
technical director and designer for his lo-
cal college's theater company.
ATARI 810 DISK DRIVE LESS CASE $99.95
ROM
CPU
MAIN
16K
RAM
TANDON
B4C BIO
$120.00
New Spare Parts
For Atari
800/400/810
800 PCB Sets
Main, CPU, 10K OS,
Power & RAM $40
Less RAM chips $30
POWER ORDERS ONLY
IN CALIF.
I -800-672-3470 EXT 873
OUTSIDE CALIF.
1 800-538 8157 EXT 873
MPI
8&C 810
$120.00
B&C 810
w/Happy
$220.00
New Replacement Printed Circuit Boards (PCB) w/parts
800 Main $10 400 Main $10 810 side w/DS.$40
800 Power $5 400 Power $4 810 Analog ..$10
CPU w/GTIA. $10 16K RAM $10 810 Power .... $15
800 XL $50 10K OS $10 1200 XL $35
Power Paks 800/810 $15 ea 800 XL Power... $25 ea
Limited quantity used 800 cases & cast shields $30 ea
Hard to find Integrated Circuits $5 each
On CPU: GTIA, ANTIC, CITA, CPU 6502, CPU 6511
On 10K OS: Math ROM 399B, OS ROMs 499B & 599B
On 800/400 Main: Pokey, 6520 PIA
On 810 & 850: MPU 6507, PIA 6532, RAM 6810, ROM C
De Re Atari $10
B&c eonputervisions
(408) 749-1003
Complete working 810 Less case $99.95
With B&C Black Anodized Case $120.00
With Case and Happy Upgrade $220.00
810 PCB Set w/side, DS, Power, Analog $60
810 Drive Mechanisms Tandon or MPI $50
Field Service Manuals 800/400, 800XL or 810 $25. ea
For 1050 or 1200XL $20 ea 1025, 1027, 825, 850
Diagnostic Cartridges Computer or Disk $25. ea
520ST, 130XE, 800, 800XL, 810, 1050, 1030 $CALL
OSS BASIC XE For 130XE $70
Aventure International Gold Series $40
Pilot, Basic, Manuals $5. ea. LOGO ret. manual $10
• Special* Happy Upgrades 810 or 1050 $140 ea
3283 Kifer Rd., Santa Clara, CA 95051
Hours: Tuesday-Friday 10am-6pm/Sat. 10am-5pm
Terms: Calif. Res. add 7% sales tax. Add $5. for shipping. We ship
UPS COD, Prepaid or MC/Visa. No orders under $20.
CIRCLE #111 ON READER SERVICE CARD
PAGE 22 /APRIL 1986
ANALOG COMPUTING
Ill
■■I
ATARI 800
$69"
Order No. AAB800 "See disclaimer below
LAST
CHANCE
SPECIAL
ATARI 400
LAST
CHANCE
SPECIAL
Order No. AAB400 "See disclaimer below
ATARI 130XE
«(i 1 1 1 1 1 1, i,i, i, i
( ' I i I M I I, I I I I II
< | I I I I I I I I I I I /
2 Free Programs
Our Choice
Order No.
AA130XE
$13900
ATARI 65XE
im : mi
2 Free Programs
Our Choice
$89"
COMREX 220AT
PRINTER
ATARI 1050
DISK DRIVE
DOS 3.0 Included
INDUS GT
DISK DRIVE
STAR 10A
BUILT IN
ATARI INTERFACE
Order No.
EP220A
$89"
Order No.
AA1050
$13900
Order No.
IADD
$19900
$22900
Order No
AA850
ATARI 850
INTERFACE
$12900
ATARI 1020
COLOR PRINTER
$29"
Order No
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Digital Devices
APEFACE
PRINTER INTERFACE
$4999
ATARI 835
DIRECT CONNECT
MODEM
Order No
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ICD P:R
CONNECTION
Replaces Atari 850 Interface
Order No.
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ATARI 1027
LQ PRINTER
$1igoo
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ATARI
ARCADE CHAMP
$999
Order No. AA7102
Order No.
AAB835
$3999
'See disclaimer below
Includes:
• Pac Man • Qix
• ROM holder
SUPRA MODEM
Model 1200AT
$189°°
Order No.
SJ1200AT
MINDSCAPE
Fun Learning Software
TONK IN THE LAND OF BUDDY BOTS
TUCK GOES TO TOWN
TINK'S ADVENTURE
TINKA'S MAZES
YOUR
CHOICE
$7" ea .
ROCKLAN Game Carts
GORF
WIZARD OF WOR
SPACE JOURNEY
JOURNEY TO PLANET
RACK-EM-UP
DIAMOND MIND
YOUR
CHOICE
$399
ea.
DISKETTES
ELEPHANT S'/a" SS/SD(10), No. EL1 »12»»
MAXELL 51/4" SS/SD(10), No. MXD1 »12»»
GENERIC w/Flip'n File(10), No. NT03 «11»»
AMARY 5Vi" Disk Tub, 50 capacity »9 M
AVALON HILL
GAME DISKETTES
CONFLICT 2500
STOCKS AND BONDS
GUNS OF FORT DEFIANCE
FOOTBALL STRATEGY
VIET CONG
GFS SORCRESS
MARKET FORCES
FACTS IN FIVE
LEGIONAIRE
SPACE STATION ZULA
PARIS IN DANGER
VORRAK
GYPSY
FLYING ACE
TGIF
DIVEX
YOUR CHOICE
$399
ea.
CALL TOLL-FREE 1-800-233-8950
477 East Third Street, Dept. B704, Williamsport, PA 17701
SHIPPING: Add 3%. minimum S7.00 shipping and handling on all orders. Larger shipments may require additional charges. All items subject to availab
and price change. Returned shipments may be subject to restocking fee.
DISCLAIMER: Close-out equipment are reconditioned units that do not have manuals. Close-out software may or may not contain instructions and may
be in original packing. 15 day exchange only warranty.
litv -^^
not
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Other Provinces
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Canada L5L1T1
CIRCLE #142 ON READER SERVICE CARD
CDY Has Just Lowered Its Price On The
256K Upgrade For Your 800XL: $79.95
OMNIVIEW XL/XE & OmniWriter 80
WARNING: No 800XU130XE owner should read this ad unless they have 60
bucks to invest in their computer! Due to the outstanding value of this product, you may
find it too irresistible to be without.
OK, don't say you were not warned. We are now going to entice you with some ot
OMNIVIEW XL/XE's bountiful features:
*800 compatible operating system that runs virtually every piece of
commercial ATARI software. Press a console switch to copy the OS into RAM and
free up the $CO00 page (i.e., a built-in translator disk).
*Theresident ramdisk handlers can be used by XE owners with many
popular programs and DOS's to treat the extra 64K of RAM as an ultra-fast disk
drive.
•The FASTCH IP floating point package is provided for significantly faster and
more accurate math operations.
+80 columns operation under many environments including Letter/Data
Perfect, BASIC, MAC65, and ATR8000 CPM.
• And here comes the real teaser! For a long time people have been asking
if OMNIVIEW can be used to give ATARIWRITER 80 column screen output.
Regretfully we have always had to say no. In fact, we must still say no, but we have
got something even better to offer! OmniWriter 80 is a wonderful new word processor
designed for use with OMNIVIEW. It is as easy to use as ATARIWRITER and much
more powerful! And CDY will provide OmniWriter 80 with every OMNIVIEW at no
extra charge! Current OMNIVIEW owners can purchase OmniWriter 80 directly from
us for only $10.
Of course, 400/800 owners can also enjoy the power and convenience of OMNIVIEW
(including OmniWriter 80)by adding the 4K or 8K OMNIVIEW to the OMNIMON
piggyback board or the Ramrod OS board. These OMNIVIEWs also include resident
ramdisk handlers for use with the AXLON Ramdisk. If you are serious about
enhancing the performance of your computer, you will be delighted with the unique
features of OMNIVIEW!
Feature Comparision Chart
1MNIM0N
Ramrod
Upgrades for
Ramrod XL Add-on for
Piggyback
OS board
— OMNIMON or Ramrod—
Piggyback Ramrod XL
400/800
800
8KOMN
8KVIEW
4K VIEW
800XL
WEWXL/XE
Enhanced OS
*
*
*
Includes FASTCHIP FP
ft
ft
80 Column Emulation
A
4
ft
Ramdisk Handlers
*
ft
4
ft
OMNIMON Features:
A:Alter Memory
*
4
4
ft
4
B:Boot (Rami disk
4
ft
ft
C:CPU Registers
*
*
*
*
ft
D:Oisplay Memory
*
*
4
4
ft
E:Single Step Execution
*
*
4
4
ft
p - pill Program Buffer
4
ft
G: Binary Load/Directory
4
ft
H:Hex Conversion
*
ft
ft
H:Hex Arithmetic
*
4
llnstall Ramdisk Handlers
*
ft
A-
JJump Subroutine (JSR)
*
*
*
ft
*
LDrive Selection/Control
*
*
ft
*
,v
M.Move Block of Memory
ft
ft
NRelocate 6502 Code
ft
ft
OOperate from Prog. Buffer
*
ft
P: Printer Control
*
+
4
ft
ft
R/Read Sector(s)from Disk
*
A
*
ft
ft
S Search Mem for Sequence
*
*
*
ft
4
T:Tog Hex Char Display Mode
*
4
ft
*
4
U:User's Custom Command
4
V Verity 2 Blocks of Memory
ft
ft
*
W:Write Sector(s) to Disk
*
4
ft
ft
ft
X: Disassemble Memory
*
*
ft
ft
*
YLine Assembler
ft
ft
Z:Exit Monitor
4
Lockup Recovery
4
ft
4
Redirection of Printer I/O
4
4
ft
Talk to Happy Ram Buffer
ft
ft
ft
80 Column ATRMON for
ATR8000
ft
Includes OmniWriter 80
ft
*
ft
How To Order
Add $2.00 shipping ($4.00 for 2 day delivery). We accept Visa or Master Card orders
but would prefer to send COD (cash or MO. only). We will gladly pay all shipping
charges for COD orders over $20.00. Add 4% for credit card orders.
256K Upgrade for 800XL!
There are more and more companies putting out products to take
advantage of the extra RAM in the 1 30XE, including OSS (BASIC
XE), Synapse, and CDY (OMNIVIEW XL/XE). 800XL owners can
now enjoy all the power of these programs because the 256K RAM
upgrade we sell (256KXL) will turn an 800XL into a souped up
130XE with an extra 128K of banked memory! Available both with
and without RAM chips, the 256 KXL is installed internally and does
not tie up the expansion bus. Altough some soldering is required,
the 256KXL installation is quite easy, especially if the 8 RAM chips
are socketed. And the best feature of all is the price! Also, a special
version of OMN IVI EW is available to take advantage of all that extra
RAM. OMNIVIEW 256 is the same asOMNIVIEWXL/XEbut with ex-
tended Ramdisk handlers (SDDS).
FREE
OMNIVIEW FOR YOUR 400/800!
OMN I VIEW has been steadily gaining in popularity, especially since the
introduction of OmniWriter 80 (see left column of this ad). CDY now
makes beautiful 80 column screen output even more affordable by
providing a 4K OMNIVIEW (including OmniWriter 80) free of charge with
every OMNIMON piggyback board sold! And since this OMNIVIEW also
has resident ramdisk handlers, it is especially powerful in conjunction
with the AXLON Rampower 1 28, allowing you to interface it with almost
any DOS. However, OMNIMON piggyback boards are in limited supply,
so order soon to take advantage of this great opportunity.
OMNIMON Resident Monitor
We make an OMNIMON for every 8 bit ATARI exceptthe1200XL. This is
the most powerful machineianguageavailable! It gives you a wealth
of tools for program development and customization of existing
programs and it has the unique ability to interrupt, examine and
manipulate any program in memory. In other words, it gives you
complete control over your machine! Thousands of OMNIMON owners
swear by them for years and wouldn't dream of having an ATARI without
one. If you are a programmer or are interested in learning more about
your machine, you can make no better investment!
Pricing
400/800: Piggyback board plugs into existing OS board. Inexpensive and easily disabled.
OMNIMON piggyback board & OMNIVIEW $69.95
OMNIMON piggyback board 8, 8K OMNIVIEW $109.95
OMNIMON piggyback board 8, 8K OMNIMON $1 09.95
Add FASTCHIP floating point to any of the above $1 5.00
FASTCHIP floating point package by itself $19.95
OMNIVIEW for piggyback or Ramrod OS board $29 95
8K OMNIVIEW or 8K OMNIMON for piggyback or Ramrod $44.95
800: Ramrod OS board replaces existing OS board and comes with enhanced OS in EPROMs. It has 2
sockets for 0MNIM0N/0MNIVIEW enhancements which can be selected with a switch.
Ramrod OS 8 OMNIVIEW $89.95
Ramrod OS 8 8k OMNIVIEW $104.95
Ramrod OS 8 8K OMNIMON $104.95
Ramrod OS 8 8K OMNIMON 8 OMNIVIEW $129.95
Add FASTCHIP floating point to any of the above $15.00
600XL/800XL/1 30XE: Replace existing OS chip or add Ramrod XL to select between 3 possible OS's.
$59.95
$79.95
$39.95
$59.95
$24.95
CALL!
$10.00
$17.95
$79.95
S59.95
OMNIVIEW XL/XE (includes FASTCHIP 8 800 compatible OS)
Ramrod XL 8 0MNIM0NXL (includes FASTCHIP 8 800 compatible OS)
Bare Ramrod XL(for use with OMNIVIEW XL/XE)
Other fine products:
OSS MAC 65 or ACTION or BASIC XE
OSS BASIC XL, MAC 65 or ACTION tool kit
AXLON Rampower 128 (Ramdisk)
OmniWriter 80 (for current owners of OMNIVIEW)
SD/DD Sector Copier for 1 30XE 8 256k 800XL
256kXL (RAM upgrade lor 800XL) (without RAM $49.95)
OMNIVIEW 256 (for 800XL with 256KXL)
CDY Consulting
421 Hanbee
Richardson, Tx 75080
(214)235-2146
DEALERS INQUIRIES SOLICITED
CIRCLE #112 ON READER SERVICE CARD
by Chris Smith
Long ago in the land of Argus, there lived a power-
ful wizard by the name ofBarhoz. His alignment was
with good, and through the years he amassed many
treasures. To protect his wealth, Barboz devised
many pitfalls to discourage any would-he thief. Bar-
boz has long since risen to another plane; however,
his treasures still remain for the taking. The goal be-
stowed upon you is to find and store the ten remain-
ing treasures (believe me, there are tenj.
Typing it in.
It's very important that the data statements and
control characters for Treasures of Barboz are typed
in correctly. For that matter, it's important that all the
lines are correct. If they aren't, you may find your-
self transported to another dimension or, worse yet,
plagued by errors, making completion of the adven-
ture virtually impossible.
Type in the listing and check your typing with
Unicheck (see page 13).
Playing the game.
Treasures of Barboz is an adventure based on Bri-
an Moriarty's Adventure in the Fifth Dimension (is-
sue 11) and Tom Hudson's Adventure at Vandenberg
A.F.B. (issue 27). Thanks, guys.
The gameplay of Treasures is much the same as
theirs, with a few minor variations. One-word com-
mands are as follows: N - North; S - South; E - East;
W - West; U - Up; D - Down; I - Inventory; Q - Quit;
and H - Help.
In addition, the verbs go and climb have been ad-
ded. These must be used in certain situations (e.g.,
GO DOOR). Whenever you find it necessary to give
something to someone, the "drop" command should
be used.
By typing SCORE, you may see your current score,
which is based on the number of treasures stored (100
is a perfect score).
I've tried to include as many clues as possible, so
ask for help and examine everything if you find your-
self stuck. Also, there are many dangers, so save your
games periodically by typing QUIT or Q.
ANALOG COMPUTING
APRIL 1986 /PAGE 25
^jft
Treasures
of Barboz continued
Please don't call ANALOG Computing for clues to
solving this adventure. If you're really stuck, you may
contact me (and please include a S.A.S.E.), by writ-
ing to: ANALOG Computing, Attention: Chris Smith,
P.O. Box 23, Worcester, MA 01603.
Good luck and good adventuring! C\
Listing 1.
BASIC listing.
1 CLR :G0T0 375
2 GRAPHICS CO :ST$=M$ {883,8881 :Z=A5C{ST
S{C6,C6J) :0PEN tt2,C8,C8,"S:":G0SUB 6:P
OKE 783, C4
3 POSITION CO, 13*.? ttC2;""l
4 Q=USRCADR{DLlS},ADRtDLI5}+32} JPOKE 5
4286,192:P0KE CI6, 112 -.POKE 53774, 112:G
0T0 109
5 POKE C710,C0:P0KE C?09,C14: RETURN
6 POKE C709,C14:P0KE C710,148 : RETURN
7 FOR I=C8 TO C12 STEP C4 : XI=USR (ADR {F
$},I) :HEXT I
8 XI=USR{ADR(F$) ,C14J :X1=USR {ADR {F$5 , C
163 ■ RETURN
9 SOUND C0,25,C10,C15:F0R I=C1 TO C4:N
EXT IiSOUND O,0,0,O:RETURN
10 ? "I don't understand. Try again."
:G0T0 86
11 ? "That is impossible, ":RETURH
12 ? "There isn't enough roo« here.":R
ETURN
13 ? 0K$:? "You hear a loud explosion.
ii . REXURH
14 ? "It isn't here.":RETURN
15 ? "Don't be ridiculous. "IRETURN
16 ? "It's too heavy !":RETURN
17 ? "You have nothing to put it in.":
RETURN
18 ? "You already have that .": RETURN
19 X=USR {LOOK, CL8, N, C10J : RETURN
20 Y=USRCL00K,ST,N,C53 IRETURN
21 GOSUB 20:IF Y THEN RETURN
22 POP :P0P :? DH$:G0T0 86
23 0=C18*CfiSC(STSCC6,C6))-653+Cl:IF Q>
451 THEN 0=0-108
24 RETURN
25 0=Ci8*CfiSCCAS3-65)+Ci:IF 0>45I THEN
0=0-108
25 RETURN
27 M$fG,Q+CI71=CL$:RETURN
28 POP :FLAG=CI:G0T0 120
29 X=USR{L00K,CL8,ADR{"1"3,C18} :IF X=C
THEN RETURN
30 Y=U5R(L00K,ST,ADR{" A "},C5} :IF Y=C0
THEN 85
31 CL$ CX+C8,X*C3)="'H" : NOUNS C2OO,208J ="
m":P0P :G0TQ 117
32 X=USR{LOOK,CL8,ADR{"d"l,C10} :IF X T
HEM RETURN
33 Y=USR{L00K,ST,ADR{"d"J,C51 :IF Y=C0
THEN 77
34 X=USRCL00K,CL8 f ADRf"?"3,C103 :IF X=C
THEN 77
35 5T$*Y,Y2="?":CL$CX+C8,X+C83="d":? "
Something you're holding stops the":?
"ceiling from crushing you,":G0T0 28
36 Y=USRtLOOK,ST,A»RC"N") , C51 S IF Y=C0
THEN RETURN
37 STStY i YJ="0":? "You hear something
break.": GOTO 28
38 ? ttC2j"Edge of forest ."-.RETURN
39 ? BC2;"Forest path .":RETURN
40 ? flC2;"Small clearing. "sRETURN
41 ? ttC2;"Inside a hollow tree.":IF CL
S{C1,C1)<>"G" THEN RETURN
42 ? »C2;"Carving says: store treasure
here.":RETURN
43 ? «IC2;"Top of tree.":RETURN
44 ? ttC2;"Grassy f latland.":RETURH
45 ? »C2;"West side of bridge. ":RETURN
46 ? ttC2;"East side of bridge. ":RETURN
47 ? BC2;"Bank of a river. ":RETURN
48 ? ttC2;"Narrow path.":RETURN
49 ? 8C2j"Under a tressle bridge. ":RET
URN
50 ? «C2;"0n a tressle bridge. ".'RETURN
51 ? 8C2;"Base of a mountain.": RETURN
52 ? »C2;"Front of house. Door mat sa
ys:"s? BC2; "Welcome to the home of Bar
bOZ.":RETURN
53 ? «C2;"Inside a house.": RETURN
54 ? «C2; "Laboratory. "-.RETURN
55 ? 8C2;"Dining room.":RETURN
56 ? »C2; "Bedroom. ": RETURN
57 ? J*C2; "Library.": RETURN
58 ? 8C2;"Harrow ledge. ":IF CL$CC1,C13
<>"e" AND CL${Cl,Cll<>"f" THEN RETURN
59 ? ttC2;"You see another ledge. ":RETU
RN
60 ? »C2;"Mountain path.":RETURN
61 ? l*C2;"Rocky crag.":RETURH
62 ? »C2;"Inside a nest .":RETURN
63 ? »C2; "Snow-covered ledge. ":RETURN
64 ? ttC2;"Icy cave.":RETURN
65 ? »C2;"Bat cave.":RETURN
66 ? »C2;"Subterranian cavern. ":RETURN
67 ? 8C2; "Powder room.": RETURN
68 ? »C2;"5mall room.":? «C2;"There's
a stone slab above you.":RETURN
69 ? ttC2;"01d mine shaft.": RETURN
78 ? 8C2;"Medusa"s lair .":RETURN
71 ? ttC2;"Deep chasm. ":RETURN
72 POP : CLOSE 8C2: GRAPHICS CO
73 GOSUB 5:P0SITI0N C12,C10:? "Congrat
ulations!":? :? "You have recovered al
1 of the"
74 ? "treasure for a score of 1O0!":EN
D
75 POP :GRAPHICS C0:G0SUB 5:P0KE 752, C
l:P0SITI0H C16,C0:? "AAIIEEE! !":? "
You fell to your death."
76 GOTO 388
77 POP : GRAPHICS CO: GOSUB 5: POKE 752, C
1:? "Stalagmites and stalagtites close
in":? " to seal your doom!"
78 GOTO 388
79 POP '.GRAPHICS CO '.GOSUB 5: POKE 752, C
l:? " A loud shriek causes an avalanc
he!":? " You are dead."
80 GOTO 388
81 POP :GRAPHICS C8:G0SUB 5:P0KE 752, C
1:? " The sharp thorns are poisonou
s!":? " You are dead."
82 GOTO 388
83 POP :6RAPHICS C0:G0SUB 5:P0KE 752, C
1:? " The dragon wakes":? "
and burns you to a crisp!"
84 GOTO 388
85 POP : GRAPHICS CO: GOSUB 5: POKE 752, C
1:? " Medusa's gaze turns you to ston
e!":G0T0 388
86 POP :? ">>>>> What next"; : GOSUB 9:T
RAP 86: INPUT KS:TRAP 480OO : L=LEN {K$l : I
F L = C0 THEN 10
87 IF L=C1 THEN U$=K$;G0T0 105
88 Q=USR (LOOK, ADR {K$J, ADR {" "),LJ:IF
=CO THEN 100
39 IF 0<C3 THEN 10
90 US=KS(C1,0-C1> :IF 0=C4 THEN VSCC4,C
4J =" ' "
91 IF Q=C3 THEN US (C3, C43 =" ! ! "
PAGE 26/ APRIL 1986
ANALOG COMPUTING
92 N$=KS(fl*Cl,L) :IF LEHCMSXC3 THEN 10
93 IF LENtN$)=C3 THEN NS (C4,C4) =" ! "
94 Z=USR (ADR (DS), ADR (VERBS) -C5,V) :IF Z
= C0 THEN 10
95 IF Z=75 THEN KS=K$ (fl+Cl. LJ
96 G=USR(A«>RtDNS),ADR(N0UN$)-C5,N) :IF
Cl=C0 AND Z<>75 THEN 10
97 NS=CHRS(Q):Z=Z-64
98 ON Z GOSUB 152,177,184,214,227,253,
270,278,283,291,299,327,338,342,348,35
3,360,366,370
99 GOTO 86
100 VS=KS(C1,L) :Z=USR(ADR(D$), ADR (VERB
$)-C5,V)iIF Z=77 THEN GOSUB 338:G0T0 8
6
101 IF Z<82 OR Z>86 THEN 10
102 Z=Z-81:IF Z<C3 THEN ON Z GOSUB 366
,370
103 IF Z>C2 THEN Z=Z-C2:0N Z GOTO 129,
135,144
104 GOTO 86
105 U=U5R(L00K,ADR(CS),V,C9) :IF (l=CO T
HEN 10
106 IF Q>C6 THEN U=Q-C6:0N GOTO 129,
135,144
107 Q=U+Cl:Z=ASC(CLS(G,u)) :IF Z=63 THE
N ? "You can't go that way.":GOTO 86
108 IF Z=42 THEN 75
109 G05UB 7:G0SUB 23:MS («,G+C17) =CLS :S
TS(C6,C6)=CHRS(Z) :GOSUB 23 :CLS=MS (0,0+
C17J
110 ? 0KS:PO5ITI0N C2,C0:? ttC2;"Your 1
ocation:"; :P05ITI0N C2,C1
111 Z=Z-64:IF Z>24 THEN 114
112 ON Z G05UB 38,39,40,40,39,41,41,43
,44,45,48,47,47,49,50,46,51,52,53,54,5
5,56,57,48
113 GOTO 116
114 Z=Z-24:IF Z>8 THEN Z=Z~C6
115 ON Z GOSUB 58,60,61,62,61,60,58,58
,60,63,64,65,66,67,68,58,69,70,66,66,5
8,66,66,71,66
116 REM * SHOH LEGAL EXITS *
117 POSITION C2,C3:? ttC2;"You can go:
" ■ : X = CG
li8 FOR I = C1 TO C6:IF CL$ (I+C1,I+C1)<>
"?" AND CLS(I+C1,I+C1)<>"*" THEN ? 8C2
;CS(I,I);" ";:X=X+C1
119 NEXT I:IF X=CO THEN ? ttC2;"Howhere
(?)";
120 FOR I=C4 TO C8 STEP C4 :X1=U5R (ADR (
FS),I) INEXT I:X1=U5R(ADR(FS), 10) ".POSIT
ION C2,C4:? BC2;"You see: ";:X=C4
121 FOR I=C1 TO C1G:Q=ASC(CLS(I+C8,I+C
8)J-64:IF QO-C1 THEN RESTORE 424 + Cl:RE
AD K$:P05ITI0N C11,X:? BC2; KS : X=X+C1
122 NEXT I:IF X=C4 THEN POSITION 11, X:
? «C2;"Nothing interesting"
123 Z=ASC(CLS(C1,CD)
124 IF Z=112 THEN G05UB 29
125 IF Z=118 THEN GOSUB 32
126 IF Z=1G5 THEN GOSUB 36
127 IF FLAG=Ci THEN FLAG=CG:GOTO 130
128 GOTO 86
129 REM * I
130 ? OK$:GOSUB 8:P0SITI0N C2,C14:? ttC
2; "You have: ";
f?l X = C14:F0R I=C1 TO C5:0=A5C(5TS(I,I
i>-|4'IF 0O-C1 THEN RESTORE 424+0:REA
D k3:P05ITI0N C12.X:? BC2;K$:X=X+C1
132 NEXT I:IF X=C14 THEN POSITION 12, X
:? BC2;"Nothing"
133 IF TREASURE=10 THEN FOR 1=1 TO 500
:NEXT I:GOTO 72
134 GOTO 86
135 REM * Q
13 S U A..l' T KE e D tQ ., save BBnnan to quita-
;:IHPUT KS:IF KSC"Y" THEN CLOSE MC2:G
RAPHICS CO:END
137 CLOSE ttCl:POKE 559,34:? "Position
Save: 0isk or QapeQ"; : INPUT N5:IF NSO
"D" AND NSO"T" THEH 86
138 TRAP 138:? "Enter tt of Save (0-9)Q
";:INPUT S5:IF UAL(SS)<0 OR VAL(SS)>9
THEN 86
139 TRAP 137:KS="D1:SAUE . DAT" : KS (C8, C
8)=SS:IF NS="T" THEH KS="C:"
140 POKE 559, CGJPOKE 54272, CO :OPEN HC1
, C8 , CO, K$ : M$ (883 , 888) =STS : GOSUB 23 : MS (
G,G+C17)=CL$
141 FOR 1=881 TO CI STEP -C8:? MC1;MS(
I,I+C7):NEXT IJFOR 1=221 TO CI STEP -5
5:? »Cl;N0UH$(I,I+54) :NEXT I
142 ? MCljAS:? BCljBOOK:? t»Cl;COIN:? It
Cl;NUGGET:? ttCl;PAN:? MC1;TREASURE:? tt
CI ; HEAR
143 CLOSE ttCHPOKE 559,34:P0KE 54286,1
92:G0T0 86
144 REM * H
145 IF U5R (LOOK, ADR ("BUNPOTUH") ,CL,C9
) THEN ? "Exawine everything. ":GOTO 86
146 IF USR(L00K,ADR("EiS"),CL,C3) THEN
? "The wizard's Hagic's your only hop
e.":GOTO 86
147 IF USR (LOOK, ADR ("LM") ,CL,C2) THEN
? "The prospects look very good here."
:GOTO 86
148 IF USR(L00K,ADR("jklHno"),CL,C6) T
HEN ? "Your escape is up in sHoke.":GO
TO 86
149 IF U5R(L00K,ADR("ab M ),CL,C2) THEN
? "Mother's are very persuasive. ":GOTO
86
150 IF CL$(Cl,Cl)="w" THEH ? "Mirror,
Hirror on the wall . . ,":GOTO 86
151 ? "A Map is essential .":G0TO 86
152 REM * VERB A
153 IF N$="G" THEN Z=USR (LOOK, ADR (KS) ,
ADR(" "),L):US=KS(Z+C1,Z+C1):G0T0 105
154 Z=ASC(CLS(C1,CD)
155 IF NS="x" AND (Z=106 OR Z=112) THE
H X74
156 IF NS="x" AND (Z=107 OR Z=113) THE
157 IF NS="r" AND (Z=82 OR Z=108 OR Z=
110) THEN 174
158 IF NS="r" AND (Z=83 OR Z=109 OR Z=
111) THEN 175
159 IF NS="V" AND Z=74 THEN 174
160 IF NS="v" AND Z=76 THEN 175
161 IF HS="V" AND Z=81 THEN Z=88:G0T0
X76
162 IF HS="Z" AND USR (LOOK, CL8, ADR ("Z"
),C10) THEH 174
163 IF NS="U" AND Z=74 AND USR(L00K,CL
8, ADR ("K"), CIO) AND NOT COIN THEN k "
Troll won't let you.":RETURN
164 IF NS="u" AND Z=80 AND USR (LOOK, CL
8,ADR("K"),C10) THEN ? "Troll won't le
t you.":RETURN
165 IF NS="u" AND (Z=74 OR Z=80) THEN
Z=79:G0T0 176
166 IF NS="X" AND (Z=97 OR Z=99) THEN
Z=98:G0T0 176
167 IF NS="D" AND Z=69 AND USR(LOOK,CL
8,ADR("D"),C1G) THEN 174
168 IF H|="D" AND Z=70 THEN 175
169 IF HS="D" AND Z=81 AND U5R(L00K,CL
8,ADR("D") ,C10) THEN ? "Thousands of b
ats cause a cave-in. ":Z=106:G0T0 176
170 IF NS="I" AND USR (LOOK, CL8, ADR ("I"
),C10) THEN 75
171 X=USR(L00K,CL8,ADR("J") ,C10)
172 IF NS = "J" AND X AND CLS (CI, C1)="I"
THEN Z=111:CLS(X+C8,X+C8)="I":MS(730,
730)="J":G0T0 176
173 GOTO 10
174 Z=Z+l:G0T0 176
175 Z=Z-1
176 POP :G0T0 109
177 REM * VERB B
178 Z=ASC(CLS(C1,CD)
179 IF NS="W" AND Z=108 THEN Z=110:P0P
:G0T0 109
180 IF NS="W" AND Z=110 THEN Z=108:P0P
:GOTO 109
181 IF NS="p" AND Z=115 THEN Z=118:P0P
IGOTO 109
182 IF NS="p" AND Z=118 THEN Z=115:P0P
:GOTO 109
183 GOTO 10
184 REM * VERB C
185 IF NS="y" OR NS="|" THEN 203
186 GOSUB 20:IF Y THEN 18
187 Z=USR(L00K,ST,ADR("?"),C5) :IF Z=CO
THEN ? "You can't carry any Hore.":RE
TURN
188 IF NS="Z" THEN NS="_"
189 IF NS="#" THEH NS="a"
190 GOSUB 19:IF X=CO THEN 14
191 IF USR (LOOK, ADR ("FGPRH A abcgq") , N, C
11) AND CLS(C1,C1)="G" THEN TREA5URE=T
REASURE-1
192 IF USR(L00K,ADR("ACVY[\prt"),N,C9)
THEN 11
193 IF USR(LOOK,ADR("DIKLZlSUVWX"),N,C
11) THEN 15
194 IF USR(LOOK,ADR("JXf jM0"),N,C6) TH
EN 16
195 IF NS="S" AND USR (LOOK, CLS, ADR ("S"
),C10) AND NOT HEAR THEN 81
196 IF NS="S" AND USR (LOOK, CLS, ADR ("S"
),C10) THEN 11
197 IF NS="T" AND USR (LOOK, CL8, ADR ("T"
),C10) THEN 79
198 IF (NS="G" OR NS="R") AND USR (LOOK
,CL8,ADR("K"),C10) THEN ? "Troll won't
let you.":RETURN
199 IF HS="d" AND CLS (C1.C1) ="V" THEN
11
200 IF NS="0" AND (CLS(C1,C1)="L" OR C
LS(C1,C1)="M") THEN 210
201 IF NS="c" THEN AS=""
202 GOTO 213
203 IF NS = "y" AND USR (LOOK, ST, ADR ("i")
,C5) THEN 18
204 IF NS="y" AND NOT USR (LOOK, ST, ADR
("h"),C5) THEN 17
205 IF H$="y" AND USR (LOOK, CL8. ADR ("j"
),C10) THEN NS="h":GOSUB 20 :STS (Y, Y)="
i":N0UNS(185,185)="i":GOTO 28
206 IF NS="|" AMD U5R (LOOK, ST, ADR ("N")
,C5) THEN 18
287 IF NS="|" AND NOT U5R(L00K,ST, ADR
("M"),C5) THEN 17
208 IF NS="|" AND (CLS (Cl^D^'L" OR C
LS(C1,C1)="M") THEN NS="M":GOSUB 20:ST
S (Y , Y) = "N" : NOUNS (75 , 75} ="N" : GOTO 28
203 GOTO 14
216 IF NOT PAN THEN 213
211 Y=U5R(LOOK,CL8,ADR("?"),C10) :IF Y=
CO THEN 213
212 IF NOT NUGGET THEN NUGGET=C1 :CLS (
Y+C8,Y+C8)="P"
213 CLS(X+C8,X+C8)="?":5TS(Z,Z)=NS:G0T
28
214 REM * VERB D
215 IF NS="y" AND USR (LOOK, ST, ADR C"i"J
,C5> THEN 11
216 IF NS="y" AND USR (LOOK,ST, ADR ("_")
,C5) THEN 11
217 IF NS="*" AND U5R (LOOK, 5T, ADR ("a")
,C5) THEN 11
218 IF NS="|" AND USR (LOOK, ST, ADR ("N")
,C5) THEN 11
213 G05UB 21:X=USR(L00K,CL8,ADR("?"),C
10) :IF X=C8 THEN 12
220 IF U5R(L00K,ADR(" , FGPRHAabcgq , '),N,C
11) AND CLSCC1,C1)="G" THEN TREA5URE=T
REA5URE+1
221 IF NS="C" THEN AS=CLS(C1,C1)
222 IF NS="H" THEN WEAR=CO
223 IF NSr"G" AND CL$ (CI, CI) ="J" AND U
SR(L00K,CL8,ADR("K") ,C10) THEN ? "Trol
1 takes coin.":? "You way pass."
224 IF N$="G" AND CLS (CI, CI) ="J" AND U
SR(L00K,CL8,ADR("K"),C10) THEN MS(245,
245) ="G" : NS="?" : C0IN=C1
225 IF NS="Q" AND (CLS (CI, CI) ="L" OR C
LS(C1,C1)="M") THEN PAN=C1:? "The pan
fell in the water."
226 STS(Y,Y)="?":CL$(X+C8,X+C8)=HS:G0T
28
227 REM * VERB E
228 IF NS="y" AND (CLS (C1,C1)="1" OR U
SR(L00K,5T,ADR("i"),C5)) THEN 242
223 IF NS="y" AND USR (LOOK, CL8, ADR ("i"
),C10) THEN 242
230 IF HS="|" AND (CLS (CI, CI) ="L M OR C
LS(C1,C1)="M" OR USR(L00K,ST,ADR("N"),
C5)) THEN 242
231 IF NS="|" AND USR (LOOK, CL8, ADR ("N"
),C10) THEN 242
232 IF N$="Z" AND USR (LOOK, 5T, ADR ("_")
,C5) THEN 242
233 IF NS="Z" AND USR (LOOK, CL8,ADR("_"
),C10) THEN 242
234 IF HS="*" AND USR (LOOK, ST, ADR ("a")
,C5) THEN 242
235 IF NS="*" AND USR (LOOK, CL8, ADR ("a"
),C10) THEN 242
236 Q=n-64:G0SUB 13:IF X=C0 THEN GOSUB
20: IF Y=C0 THEN 14
237 IF Q>20 THEN 0=0-20: GOTO 233
238 ON Q GOTO 242,243,242,248,251,242,
242,242,250,248,247,252,242,242,242,24
2,242,242,250,242
233 IF u>20 THEN Q=Q-20:G0T0 241
240 ON GOTO 242,248,242,242,242,242,
256,252,242,242,245,242,246,242,242,24
2,243,242,242,242
241 ON GOTO 244,244,242,250,248,242,
242,242,242,242,250,243,242,242,242,24
2,242,242,242,242
242 ? "You see nothing special .":RETUR
N
243 ? "It has a notch in it.":RETURN
244 ? "It's full of black powder. ":RET
URN
245 ? "Has a strange bubbling liquid i
nside!":RETURN
246 ? "Contains a Magic potion!":RETUR
N
247 ? "He's holding out his hand.":RET
URN
248 ? "Looks harmless. ":RETURM
243 ? "Try reading it.'MRETURN
250 ? "Looks dangerous.": RETURN
251 ? "Looks quite br ittle .": RETURN
252 ? "He's quite dead ." : RETURN
253 REM * VERB F
254 GOSUB 13: IF X=C0 THEN 14
255 IF HS= ,, f" AND USR (LOOK, ST, ADR ("n")
,C5) THEN 266
256 Y=USR(L00K,ST,ADR("E"),C5) :IF Y=CO
THEN 258
257 STS(Y,Y)="?":? "Your sword disinte
grated!":GOTO 28
258 IF U5R(L00K,ST,ADR("F") ,C5) THEH 2
60
253 ? "You have nothing to do that wit
h.":RETURN
260 IF NS = "A" THEN CLS (X+C8,X+C8)="B":
POP :GOTO 117
261 IF N$="C" THEN CLS (X+C8,X+C8)="D" :
POP :GOTO 117
262 IF NS="K" OR NS="V" OR NS=" (" THEN
? "Try killing hiM.":RETURN
263 IF NS="5" THEN 268
264 IF NS="T" THEN CLS (X+C8,X+C8)="U":
H0UN$(105,105)="U":P0P :GOTO 117
265 ? "Nothing happened.":RETURN
266 X=USR(L00K,CL8,ADR("?"),C10) : IF X=
CO THEN 265
267 CLS(X+C8,X+C8)="g":? "A boulder sp
lit wide open!":POP :GOTO 117
268 IF NOT USR(L00K,ST,ADR("H"),C5) T
HEN 81
263 CLS(X+C8,X+C8)="D":P0P :GOTO 117
270 REM * VERB G
271 IF NOT USR(L00K,ADR("KV["),N,C3)
THEN 10
272 GOSUB 13: IF X=CO THEN 14
273 Y=USR(L00K,ST,ADR("E"),C5) :IF Y TH
EN 257
274 Y=USR(L00K,ST,ADR("F"),C5) :IF Y = CO
THEN ? "You don't have the sword. ":RE
TURN
275 IF NS="V" THEN ? "He's Much too po
werful.":RETURN
276 IF NS=" [" THEN 83
277 CLS(X+C8,X+C8)="L":MS(171,i71)="?"
: MS (243, 243)="?": NOUNS (70, 70) ="L": POP
:GOTO 117
278 REM * VERB H
273 IF NSO"H" THEN 10
280 GOSUB 20:IF Y=CO THEN 22
281 IF WEAR THEN ? "You're already wea
ring then.":RETURH
282 WEAR=C1: RETURN
283 REM * VERB I
284 IF NSO"e" AND N$<>"t" THEN 10
285 GOSUB 13:G0SUB 20:IF NS="t" AND X
THEH ? "Watch your step!":? "One false
Move and. . .":RETURN
286 IF NS="t" THEN 14
287 IF Y=CO THEN ? DHS:RETURN
288 IF B00K=C0 THEN B00K=C1:? "SOMC po
tions are good, while others. .":RETURN
283 IF B00K=C1 THEN B00K=C2:? "My naMe
holds great power .":RETURN
230 B00K=C8:? "To retrieve a seeMingly
lost iteM,":? "Magic word's 'RETURN'"
:return
231 REM * VERB J
232 GOSUB 20: IF Y=CO THEN ? DHS: RETURN
233 IF NSO-B" THEN 15
234 ? "You hear a whistling noise."
235 IF CLS(Cl,Cl)<>"a" AND CLS(C1,C1)<
>"C" THEN RETURN
236 ? "A griffon fledgling flies away.
":MS(435,435)="W":IF MS (478,478)="T" T
HEN MS (478,478)="?"
237 X=USR(L00K,CL8,ADR("T"),Clfl) :IF X
THEN CLS(X+C8,X+C8)="?":P0P :GOTO 117
238 RETURN
233 REM * VERB K
300 ? KS:IF KS="RETURN" THEN 322
301 IF K$O"BARB0Z" THEN RETURH
302 HS="c":G05UB 20:IF Y=CO THEN 306
303 X=USR(LOOK,CL8,ADR("?"),C10) :IF X=
CO THEN RETURN
304 ? "Something you're holding gets h
0t!"
305 STS (Y , Y) ="?" : CLS (X+C8 , X+C8) =N$ : AS=
CLS(C1,C1) :G0T0 28
306 IF AS="" THEN RETURN
307 GOSUB 23:M$(G,G+C17)=CLS
308 GOSUB 25
303 CLS=MS(G,G+C17) :X=USR (LOOK, CLS, ADR
("Y"),C10)
310 IF X THEN CLS (X+C8,X+C8)="Z":G0SUB
27
311 X=U5R(L00K,CL8,ADR("j"),C10):IF X
THEN CLS(X+C8,X+C8)="?":G0SUB 27:G0SUB
13
312 X=USR(L00K,CL8,ADR("i"),C10) :IF X
THEN CLS (X+C8 , X+C8) ="h" : NOUNS (185 , 185)
="h":GOSUB 27IG05UB 13
313 GOSUB 23:CLS=MS(Q,Q+C17)
314 IF AS = CLS(C1,C1) AND ASO"M" THEN
POP :G0T0 117
315 IF ASO"M" OR X=CO THEN RETURN
316 IF CL$(C1,C1)<>"0" THEN MS(153,153
)="J": MS (730, 730)="?": RETURN
317 IF NOT USR(L00K,CL8,ADR("J") ,C10)
THEN RETURN
318 SS=CLS:CLS=MS(145,162) :FOR I=C1 TO
C10:IF SS(I+C8,I+C8)="J" OR SS(I+C8,I
+C8)="?" THEN 321
313 X=USR(L00K,CL8,ADR("?"),C10) :IF SS
d+C8,I+C8)="r" OR X=C0 THEN 321
320 CLS(X+C8,X+C8)=SS(I+C8,I+C8) :SS(I+
C8,I+C8)="?" M „ „ .
321 NEXT I:MS(145,162)=CLS:CL$=SS:M$(1
53,153)="J":MS(730,73O)="?":Z=73:POP :
GOTO 103
322 IF AS="" THEN RETURN
323 Y=USR(L00K,ST,ADR("?"),C5) :IF Y=CO
THEN RETURN
324 GOSUB 23:G0SUB 27:G05UB 25
3
V.
I
N
8
i
325 CLS=MS(0,u+C17) :X=USR (LOOK, CL8, ADR
("C"),C10) :CLS(X+C8,X+C8)="?":G0SUB 27
326 GOSUB 23:CLS=MS(G,Q+C17) :STS(Y,Y)=
"c":AS="":GOTO 28
327 REM * VERB L
328 G=ASC(NS):IF G<122 OR G>124 THEM 1
329 Q=G-121:0N GOTO 330,332,336
330 Y=U5R(L00K,ST.ADR("_"),C5) :IF Y=CO
THEN ? DHS: RETURN
331 STS (Y, Y) ="♦" : NOUNS (150 , 150) ="♦" : 0=
INT (RND tCO) *C5)+C1:ST$ CO, G) ="?":? "Vou
feel very strange. ":GOTO 28
332 Y=USR(L00K,ST,ADR("a"),C5) :IF Y=CO
THEN ? DHS:RETURN
333 STS (Y , Y) = ,, b" : NOUNS C155 , 155 J ="b" : Y=
USR(L00K,5T,ADR("E") , C5)
334 IF Y=C0 THEN 28
335 STS (Y,Y)="F": NOUNS (45,45)="F": GOTO
28
336 Y=USR(L00K,ST,ADR("M"),C5) :IF Y=CO
THEN ? DH$:RETURN
337 STS(Y,Y)="M":N0UNS(75,75)="M":? "T
hat tasted good! n :G0T0 28
338 REM * VERB M
333 IF CLS(Cl,CDO"e" AND CLS(C1,C1J<
> M f" THEN ? "Hheee! That was fun.":RET
URN
340 IF CLS(Cl,Cl)="e" THEN Z=102:P0P :
GOTO 109
341 2=101: POP :G0T0 109
342 REM * VERB N
343 IF NS<>"k" THEN 10
344 G05UB 20:IF Y=CO THEN ? DHS:RETURN
345 X=U5R(L00K,CL8,ADR("o") ,C10) :IF X=
CO THEN ? "I can't do that here.":RETU
RH
346 X=USR(L00K,CL8,ADR("?"),C10) :IF X=
CO THEN 12
347 STS (Y , YJ ="?" : CL$ (X + C8 , X+C8) ="p" : NO
UNS(195,195)="p":G0T0 28
348 REM * VERB
349 IF NSO"p" OR CLS(C1,C1) <>"V" THEN
10
350 GOSUB 19:IF X=CO THEN 14
351 Y=U5R(L00K,ST,ADR("?"),C5) :IF Y=CO
THEN ? "You can't carry any Hore.":RE
TURN
352 STS (Y , Y) ="k" : CLS CX+C8 , X+C8) ="?" : NO
UNS(195,195)="k ,, :G0T0 28
353 REM * VERB P
354 IF NOT USR(L00K,ST,ADR("U"),C5) T
HEN ? "You have nothing to do that wit
h.": RETURN
355 IF N$<>"[" THEN ? "Sounds like fun
■ " : RETURN
356 GOSUB 19: IF X=C0 THEN 14
357 ? "The dragon laughs and flys away
.":CLS(X+C8,X+C8)="\"
358 X=USR (LOOK, CL8, ADR ("?"), CIO) :IF X=
CO THEN RETURN
359 CL$(X+C8,X+C8)="J":P0P :GOTO 117
360 REM * VERB
361 GOSUB 20:IF Y=C0 THEN ? DHS:RETURN
362 IF n$="a- THEN ? "You already did
that.":RETURN
363 IF NS<>"1" THEN 11
364 X=U5R(L00K,ST,ADR("N"),C5) :IF X=CO
then ? "You don't have any water. ":RE
TURN
365 STS CY , YJ ="A« : 5TS (X, X) ="M" : NOUNS C14
5 , 1453 ="Afi : NOUNS (75 , 75) ="M" : GOTO 28
366 REM * VERB R
367 Z=A5C(CLS(C1,CD) :IF Z<76 OR Z>77
THEH ? "I can't do that here.":RETURN
368 IF Z=76 THEN Z=Z+1:P0P :GOTO 109
369 Z=Z~1:P0P :GOTO 109
370 REM * VERB S
371 ? "You stored ";TREASURE;" treasur
e";
372 IF TREA5UREOC1 THEH ? "S";
373 ? "."
374 ? "That's a score of "^TREASURE*!©
" " ■ " : RETURN
375 READ C0,C1,C2,C3,C4,C5,C6,C7,C8,C9
,C10,C11,C12,C14,C15,C16,C17,C18,C709,
C710
376 GOSUB 5:P0KE 752, CI:? "H+++4+
Chris Shiith's":? "■* BDUJ
LiTREASURES OFBARBOZ
377 ? " + (C ) 1985 ANALOG COHf
g":POSiTiON C14.C16:?
378 DIM MSC889J,CLS(18)7k^(23F.HS(4}7V
S (4) , LOOKS 143) , VERBS (135) , NOUNS (276) , C
S(9),STS(6),DLIS(64),FS(42),DS(76)
379 DIM 0KS(5),DHS(20),AS(1),SS(18),DN
S(76) :0KS="0kay.":DHS="You don't have
that."
380 VERBS="GO ! ! ACLIMBGET ! CDROPDLOOKEEX
AMECHOPFCUT!FHIT!FKILLGWEARHREADIBLOWJ
SAY 'KDRINL JUMP MTIE ! NUNTIOTICKPMASHQ"
381 VERBS (LEN (VERBS) +C1) ="CLEAQRUB F GSM
IMR5C0RSIHVETGUITUHELPV
382 CS="N5EWUDIGH":L0OK=ADR(L0OK$) :CL=
ADR(CLS) :CL8=CL+C8:V=ADR(VS) :N=ADR(NS)
:5T=ADRCSTS)
383 FOR I=C1 TO 76:READ :DS(I)=CHRS(Q
):NEXT l!DS(19,19)=CHRSC28)
384 RESTORE 409:F0R I=C1 TO 76:READ Q:
DNS(I)=CHRS(G) :HEXT I:DHS(19,19)=CHRSC
56)
385 FOR I=C1 TO 43:READ Q :L00KS (I)=CHR
S(0):NEXT I
386 FOR I=C1 TO 64:READ Q :DLIS(I) =CHRS
(0) :NEXT I
387 FOR I=C1 TO 42 : READ Q :FS (I)=CHR$ (0
) :NEXT I
388 NOUHS^-NORTCSOUTeEASTeWESTCLIMBAST
ICBUNDECH0LED5W0REC0INGGL0VHPIT!ISLABJ
TR0LKFLASMGLAS0HUGGPPANIGCHESRBUSH5"
389 NOUNS (LEN (NOUNS) +C1)="FEATTFLEDVEG
GSHNESTXICE ! YCAVEZDRAG IHARR\SHIE1 VIAL_
GOBLaAMULcSTAFdBOOKeBOULfDIAMgBUCKh"
390 NOUNS (LEN (NOUNS) +C1)="KEG « jROPEkME
DUlSTATwPICKnROCKoGEMSqDOORrGLOWsSIGNt
BRIDuPATHvSTAIwTUNNxP0HDyLIGUzP0TI4"
391 NOUNS (LEN (NOUNS) +C1)="WATE|"
392 RESTORE 419:READ FLAG, BOOK, COIN, NU
GGET, PAN, TREASURE, WEAR
393 MS (CI) ="■?•« : MS (889) =■•?" : MS (C2) =MS : F
OR I=C1 TO 865 STEP C18:READ CLS:MS(I,
I+LEN(CLS))=CLS:NEXT I
394 MS(883,888)="?????A":CLS=MS(C1,C18
395 POSITION C4,C16:?
begin new gane,":?
1 to restore old gaHe,
396 IF PEEK(53279)=C6
397 IF PEEK(53279)=C3
398 GOTO 396
'Press K-^MiHl t
■4 Press MllllHiE]
.E": CLOSE BC2
THEN 2
THEN 399
399 CLOSE ttCl:POKE 559, 34 POSITION C8,
20:? "Load froM 0isk or QapeQ"; :INPUT
NS:IF HSO"D" AND NSO"T" THEN 399
400 TRAP 400:? " Enter tt of load
C0-9)Q"; :INPUT SS:IF VAL(SS)<CO OR VAL
(SS)>C9 THEN 400
401 POKE 559,C0:P0KE 54272, CO : TRAP 399
:KS="D1:SAVE . DAT":KS (C8,C8)=S$ :IF NS=
"T" THEN KS="C:"
402 OPEN ttCl,C4,C0,KS:TRAP 32767
403 FOR 1=881 TO CI STEP -8:INPUT ttCl,
MS:MS(I,I+C7)=MS:HEXT I : MS (889, 889) = ""
404 FOR 1=221 TO CI STEP -55:INPUT BC1
.NOUNS : NOUNS (1 , 1 + 54) =NOUNS : NEXT I : NOUN
S(276,276)= INPUT »C1,AS
405 INPUT BC1,B00K
406 INPUT 8C1,C0IN:IHPUT BC1, NUGGET :IH
PUT «C1,PAN:INPUT tJCl,TREASURE:INPUT It
C1,HEAR:CL0SE UC1
407 STS=MS(883,888) :GOSUB 23:CLS=M$(G,
0+C17):P0KE 559,34:G0T0 2
408 DATA 0,1,2,3,4,5,6,7,8,9,10,11,12,
14,15,16,17,18,709,710
409 DATA 104,104,133,206,104,133,205,1
04,133,204,104,133,203,169,0,133,213,1
62,0,202,240,49,24,165,205
410 DATA 105,5,133,205,165,206,105,0,1
33,206,24,160,0,177,203,209,205,208,23
1,200,177,203,209,205,208
411 DATA 224,200,177,203,209,205,208,2
17,200,177,203,209,205,208,210,200,177
,205,133,212,96,169,0,133,212,96
412 DATA 104,104,133,206,104,133,205,1
04,133,204,104,133,203,169,0,168,133,2
13,177,203,133,207,104,104,168
413 DATA 136,48,10,165,207,209,205,208
,247,200,132,212,96,169,0,133,212,96
414 DATA 104,104,141,1,2,104,141,0,2,1
73,48,2,133,203,173,49,2,133,204,160,2
4,169,130,145,203
415 DATA 169,0,141,243,2,96,0,72,138,7
2,169,0,162,10,141,10,212,141,24,208,1
42,23,208,230,208
416 DATA 165,208,41,16,74,74,74,141,1,
212,104,170,104,64
417 DATA 104,104,104,170,165,88,133,20
3,165,89,133,204,216,24,202,48,15,165,
203,105,40,133,203,165,204
418 DATA 105,0,133,204,24,144,238,160,
159,169,0,145,203,136,208,251,96
419 DATA 0,0,0,0,0,0,0
420 DATA AAABA,B?CEA???A,CB'D""E,DE'
?C???G,E?DIBH??C,F????G??HD,G^" : "F,H J »
????E,I??JE???I,J???I???KUV,KJ?L
421 DATA L???????vM,MN'""'G,N J W'"'
KR,0??PJ,P??G????Ku,Q?R?P" J J5v,RG'"'" J »
?r,S?VHT???r,T?US????_,UT'V""a
422 DATA U5??U???cd,H - '"5"'e,i(^ny'""
t,Y*?ZX,Z*a*Y,3Z?*????XT ,bac*?'"v;c'd
*????X,dc**e,e?*d?,f?*?g,gh*f*
423 DATA h*g?K???Y, i'h"'" t, j^"""f
x,k?w?l???hx,l??k???? jrw,M"^'"rin"
?????wr , o???????r Jk, pw"'" J "ix
424 DATA q?tur?s?x,r??q, s????q?^o, tq.u
???q???n,u???????qp, wkp^'^'^s
425 DATA Low-haiiging liMb"'
426 DATA Hollow Stick
427 DATA Thick underbrush
428 DATA Snail hole
429 DATA Rusty sword
<t§^ Treasures
^f**^ of Barboz continued
436
DATA
*Jewel-encrusted sword*
431
DATA
*Gold coin*
432
DATA
Gloves of strength
433
DATA
BottOMless pit
434
DATA
Stone slab
435
DATA
Greedy troll
436
DATA
Dead troll
437
DATA
Ewpty flask
438
DATA
Flask of water
433
DATA
Pieces of glass
446
DATA
*Gold nugget*
441
DATA
Shallow pan
442
DATA
*Treasure chest*
443
DATA
Thorny bush
444
DATA
Feather in side of nest
445
DATA
Feather
446
DATA
Griffon fledgling
447
DATA
*Griffon eggs*
448
DATA
Large nest
449
DATA
Opaque sheet of ice
456
DATA
Icy cave
451
DATA
Sleeping white dragon
452
DATA
Frozen warrior
453
DATA
Black Shield
454
DATA
*Silver shield*
455
DATA
Glass vial
45fi
DATA
Ewpty vial
457
DATA
*GoIden goblet*
453
DATA
*Golden goblet*
453
DATA
*Ancient aMUlet*
466
DATA
Long enchanted staff
461
DATA
Book of wagic
462
DATA
Large boulders
463
DATA
*Huge diawond*
464
DATA
Bucket
465
DATA
Bucket of powder
466
DATA
Hooden keg
467
DATA
Rope
468
DATA
Medusa
463
DATA
Stone statue of Medusa
470
DATA
Pick -axe
471
DATA
Rock
472
DATA
Rope tied to a rock
473
DATA
wprecious geMS*
474
DATA
Door
475
DATA
Strange green glow
476
DATA
Sign
477
DATA
Tressle bridge
478
DATA
Swall path
479
DATA
Staircase
488
DATA
Tunnel
CHECKSUM DATA.
(see page 13)
1 tJiiTA 166,381 , Ll-8,8
,55,358,676,533,437,
16 DATA 339,702,244,
2 , 766 , 733 , 77:2 , 345 , 32
31 DATA 755,546,896,
2,756, 381 , 155 , 2 , 529 ,
46 D£TA 33,239,396,3
753 .729,54,115,5 371
SI DATA 515,385, 364,
"i -7-3 a ^ fi * ~\ £5*7 "** fi :*> "J "-F
76 DATA' 567,935,513,
5,593,368,785,997,19
91 DATA 643,562,147,
1,663,665,476,374,36
136 DATA 615,963,663
8,741,761,33,233,365
121 DATA 14,713,625,
6,414,221,833,449,79
00,673,357,266,486
533,791,7155
359,280,969,536,45
6,344,864,9696
838,156,538,141,42
336=124,6551
35,175,818,82,225,
=219,5472
*sfi c ,g 487 735 385 -
" "87318137
353 ; 491, 3?
,497,39
5,392,64,7712
537,855,377,543,46
9,516,563,7791
,496,30,468,378,69
,346,28,8005
423,411,418,741,52
7,525,437,7667
136 DATA 365,932,255,933,775,333,352,8
64 , 412, 233 , 148 , 768 , 516 , 893 , 28 , 8347
151 DATA 432,353,79,635,268,273,355,36
6,930,930,11,421,94,462,388,6062
166 DATA 397,444,876,742,527,166,690,5
04,548,385,202,371,645,26,13,6468
181 DATA 23,27,587,373,762,524,7,218,2
22,855,596,331,73,313,153,5656
196 DATA 555,581,682,18,340,843,635,21
0,32,936,189,957,557,563,161,7801
211 DATA 325,919,59,356,194,185,190,17
3,227,574,612,224,833,628,331,5822
226 DATA 58,364,381,468,124,412,484,44
6,489,453,258,939,302,373,786,7327
241 DATA 785,783,743,771,23,863,953,19
8,945,171,87,998,371,849,418,8876
256 DATA 9,423,135,487,162,167,347,329
,332,558,349,884,573,528,376,6206
271 DATA 706,353,678,944,-257,531,748,3
86,
?■*.£. j; €> ■*
8,232,966,386,478,48,
;6 DATA 599,29,175,445,591,389,184,94
3, 975, 8 I
818,399,941,8308
301 DATA 149,477,782,385,507,478,757
22,932,50,995,67,663,246,500,7708
316 DATA 578,621,984,743,738,792.473
11,48,353,734,338,654,32,432,8312
331 DATA 336,436,520,634,891,481,638
36,622,864,930,385,993,173,275,3340
346 DATA 77,465,333,171,847,330,334,
3,337,121,853,316,802,544,395,3178
361 DATA 176,654,979,961,839,483,688
38,17,482,533,364,153,173,993,8173
378 DATA 938,583,931,750,167,599,861
18,375,603,151,128,684,605,715,9426
391 DATA 188,443,388,489,429,821,334
53, 206, 840 , 910 , 17, 59 , 341 , 473 , 7249
406 DATA 581,463,272,378,252,72,349,
9,588,547,812,477,493,701,101,7237
421 DATA 83,893,284,842,634,738,346,
6,677,585,127,839,76,529,736,3335
436 DATA 337,575,83,173,840,333,450,
1,423,319,608,781,477,92,755,7393
451 DATA 655,283,729,83,543,578,16,1
473,175,726,133,757,571,604,5257
466 DATA 436,325,593,816,763,321,932
67,322,735,320,49,519,266,618,7176
,3
39
,3
,8
,7
63
51
43
?,
,1
The Dragon or the Egg?
In an old, abandoned nightclub, sitting atop a mountain
in the Ozarks, strange and wonderful creatures are con-
ceived. In the inferno of the kiln, lumps of clay are trans-
formed into alien plants, fish, wizards — and dragons.
The fearsome-looking beast on page 25 is the work of Jon
Thompson. A sculptor, potter, and amateur paleontologist,
Mr. Thompson finds inspiration for his intricate creations
in the imprints of fossils.
Mr. Thompson's work can be seen in galleries in the
South and Midwest, or in the dozen or so art and craft
shows he attends each year. His dragons have even been
seen in China and haunting a high government office in
Japan!
For those readers interested in Mr. Thompson's work, or
if your local art gallery would like to carry his fantasy
sculptures, contact:
Jon Thompson
Star Route 1, Box 424 '
Lampe, MO 65681
417-779-5438
We would like to thank Mr. Parkie Gleason, of Parkie's Stained
Glass Studio. Springfield, Missouri, for his assistance.
PAGE 30 /APRIL 1986
ANALOG COMPUTING
by Clayton Walnum
Wow! It's hard to believe that we've already reached
the last part of Adventurous Programming. Seems
as if we just started on this little project. Oh, well;
nothing lasts forever.
This month, we're going to finish up our demo ad-
venture and learn those last details you need to start
writing your own adventures.
Without further ado. . .
time to see how adventure games keep
track of all' the details. Let's start by taking a look
at the way a player's Commands are implemented.
One of the most important parts of an adventure
game (second only to the parser) is the section that
converts the player's commands to actions. This code
must be meticulously written, because we have to
make sure the player has fulfilled all the command's
prerequisites.
ANALOG COMPUTING
APRIL 1986 / PAGE 31
THE AMAZING VOICE MASTER®
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be expanded without limit from disk.
^ And it will understand what you say. a
^^ real word recognizer for groups of 32 words or
phrases with unlimited expansion from disk
memory. Now you can have a two way conver-
sation with your computer!
001 Easy for the beginning programmer
with new BASIC commands. Machine language
programs and memory locations for the more
experienced software author.
^ Exciting Music Bonus lets you hum or
^^ whistle to write and perform. Notes literally
scroll by as you hum! Your composition can be
edited, saved, and printed out. You don't have to
know one note from another in order to write
and compose!
Based upon new technologies invented by COVOX. One low
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UIMLY 3>Oy.i70 includes all hardware and software.
For telephone demonstration or additional information, call
(503) 342-1271. FREE audio demo tape and brochure available.
Available from your dealer or by mail. When ordering by mail add $4.00
shipping and handling ($10.00 for foreign, $6.00 Canada).
The Voice Master Is available for the C64, C128, all Apple It's, and Atari
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Adventurous
Programming continued
For instance, if the player types OPEN BOOK, we
first have to check that he has the book. How can you
open a book you don't have? Second, we must check
to see if the player already opened the book. We can't
allow him to open a book twice in a row {unless he
closed it in between the commands to open it). Fi-
nally, we have to be sure the player has completed any
actions necessary. Maybe the book is a locked diary.
Did he unlock it yet?
The section of the program that handles the actions
will be nothing more than a large block of IF. . .THEN
statements, each action implemented by one or more
lines.
Let's continue on with the example of the diary, and
write a line of code that will handle the command
OPEN BOOK.
The easiest way to tackle this is to lay the problem
out in English, then translate it to BASIC. The logic
would read something like this: if the noun is BOOK
and the player has the book and the book is unlocked
and the book isn't already open then open the book.
Whew! That complicated enough for you? You have
to make sure you have every detail covered, otherwise
inconsistencies will crop up in your game.
Now let's translate the above statement to BASIC.
This is how it might look:
100 IF Y=12 AND ItYl=-I AND UNL AND N
OT OP THEN 0P=1:? "You open the book":
GOTO 1260
The variable Y is the item number. This number
was calculated by our parser from the table of valid
nouns. It's simply the item's position within the ta-
ble. l[) is the array that stores the locations of all the
items. If you've done your studying, you should
remember that the value -1 means the item is in the
player's inventory. The variables UNL and OP are flags,
indicating whether or not the book has been unlocked
or opened. These flags will be (false) if the player
hasn't completed the actions, and 1 (true) if he has.
Finally, if all the conditions for OPEN BOOK have
been met, we set the flag OP to true, print a message
to the player (you must always do this, or a player can't
be sure if his action was successful) , and go back to
the parser for the next command.
That's all there is to it. The hardest part is making
sure all the command's requirements have been met
and avoiding any inconsistencies within the game.
There'll be times when a command you wish to im-
plement won't fit the above method. You'll have to
think these out for yourself; I can't possibly cover ev-
ery exception. There is, however, an example of one
PAGE 32 /APRIL 1986
ANALOG COMPUTING
such special situation in our demo game. We'll get to
that in a minute.
The program.
Type in Listing 1. Verify your typing with Unicheck
(see page 13), then LIST the program to tape or disk.
Before we put it together with last month's program,
let's take a look at what's going on.
Line 11 is a short subroutine to print out the
text found in A$. Later on, you'll see why we're
doing it this way.
Line 15 is a subroutine which we can jump
to whenever we need a delay loop.
Line 30 is a subroutine to disable the BREAK
key. We GOSUB 30 whenever we perform a
GRAPHICS command.
Line 40 sets all the direction variables to and
jumps to the appropriate line for the room des-
cription and the visible exits. The exits are stored
in the direction variables. For example, if a room
has a northern exit that leads to room 15, then
N will be set to 15. If N is 0, then no northern
exit exists.
The line for the room description is calculat-
ed by multiplying the room number by 10. We
then GOSUB to this line. When returning from
the subroutine, the room's description will be
in A$, and all the direction variables will be set
to their proper values.
Line 45 clears the screen, sets the background
color to black, calls the subroutine to disable the
BREAK key, calls a "mystery" subroutine at Line
10 (right now, it's just a RETURN command), and
prints the room's description. Don't worry about
the subroutine at Line 10 right now. I'll get to
it eventually.
Lines 50 through 120 are our room descrip-
tions and direction values.
Line 955 clears the inventory array.
Line 960 calls the subroutine that prints the
room description and initializes the direction
variables.
Line 1015 prints the EXITS heading, then
checks to see if the room has any visible exits.
If not, it prints the word None and jumps to the
"visible items" section of the program.
Lines 1020 through 1045 check to see which
of the direction variables are nonzero, and prints
the appropriate exits.
Line 1055 prints the YOU SEE heading, sets
the item flag IT to 0, then starts looping through
the item location array to find any items that may
be in the room. Notice the use of the ABS() func-
tion. We have to use this, since an item in a room
may have a positive or negative value, depend-
ing on whether it can be picked up or not (see
last month's installment).
Line 1060 places the description of an item
in A$, prints the description, then sets the item
flag IT to 1.
Whenever the FOR . . . NEXT loop initiated in
Line 1055 finds the current room number stored
in an element of the I() array, it knows it's found
an item that appears in the room. The loop then
drops through to this line, and uses the value
of the loop variable X as an index to extract the
item description from our pseudoarray 1$.
Line 1065 simply checks the item flag. If it's
not set, then the word Nothing is printed.
Line 1080 starts a similar loop for the player's
inventory. It prints the YOU HAVE heading, sets
the inventory flag INV to 0, then starts the loop.
When the loop comes across a value of -1 in
the array I(), it's found an item in the player's
inventory and drops through to the next line.
Line 1085 does pretty much the same thing
as Line 1060, only now it's printing items in the
player's inventory.
Line 1090 tells the player, if the INV flag is
not set, that he has nothing in his inventory.
Line 1820 is one of those special command sit-
uations I mentioned earlier. Here, we're check-
ing to see if the player is trying to go down into
the basement without the lighted flashlight. If
he is, we've got no choice but to kill the poor
bumbler off.
Lines 1820 through 1870 handle the direction
commands. We check the player's input and see
if there's a corresponding exit. If there is, we set
the room number to the number stored in the
direction variable and go update the screen.
Line 1880 gives a warning if the player tries
to go in a nonexistent direction.
Lines 2000 through 2995 are the block of
IF. . THEN statements that control the flow of the
game's plot. In other words, virtually all the
game's actions are accomplished here. I don't
think it's necessary to go through all the lines
with you, since the basic logic is pretty much
the same from one to another, but I'll take a few
examples and convert them back into their Eng-
lish version. This should clarify any questions
you might still have.
ANALOG COMPUTING
APRIL 1986 / PAGE 33
Adventurous
Programming continued
Line 2000 might be a good one to look at
first. The English version might go like this:
if the noun is COAT and the player has the
coat and the batteries haven't been found yet
then teJJ the player he found something. Put
the batteries in the room. Pause a bit. Go up-
date the room.
Did all that make sense? Good! How about
Line 2010? If the noun is MAGAZINE and -
the magazine is in the room or the player has
the magazine — then teJ] him it's ANALOG.
Go get the next command.
The dashes in the above sentence fill the
same job as the parentheses in the BASIC
version — they make sure the statement's logic
is interpreted correctly.
Line 2410 would read like this: if the player
is in room 8 and the noun is DOOR and the
door's not unlocked then tell the player it's
locked. Go get the next command.
Line 2500 is the line that allows the play-
er to unlock the door. In English: if the player
is in room 8 and the noun is DOOR and he
has the key and the door is not already un-
locked then unlock the door.
The above examples should give you enough
insight in how to construct your IF. . .THEN
statements.
Lines 4000 and 4010 print messages to the
player. Since these messages are given to the play-
er repeatedly throughout the game, we put them
here and jump to them whenever we need them.
Lines 4500 and 4510 end the game, should the
player do something fatal.
Lines 4600 and 4610 end the game if the play-
er completes the adventure.
Lines 6840 through 7220 allow the player to
load or save a game in progress.
You might think this is a difficult process, but
it's painfully simple. To save the game, all you
have to do is store the values of the game's "ac-
tive" variables on the disk or tape. By "active," I
mean those variables which hold information im-
portant to the game. Temporary variables, such
as those used in loops, do not need to be saved.
In our case, we must save the variables R, OP and
l/L, and the arrays IQ and INVQ.
If you don't know how to handle disk files,
study these lines well. There isn't enough room
here to provide a discussion on this subject.
To load the game, all you have to do is read
the values back into the variables in the same or-
der you saved them, then update the screen and
jump back into the game.
The mystery subroutine.
Now it's time to lift the veil and reveal the secret
I've been keeping from you. Let me pose this ques-
tion: when you're writing an adventure game in BA-
SIC, how do you keep people from cheating? All a
player has to do is hit SYSTEM RESET and list the
program to see all that text you so carefully labored
over. The answer? Encrypt the text and make it un-
readable. This won't stop cheating completely, but will
slow it down.
Type in Listing 2. Verify it with Unicheck (see page
13), then save it to disk. This little program has been
a real help to me in the past. When you run it, it
will ask for a filename, then look for all occurrences
of A$ = " within that file. The text between the quotes
will be encrypted. Now you know why, in our demo
program, I've been assigning all the text to A$.
Let's try it. LIST a copy of Listing 1 to disk (sorry,
cassette users are out of luck). Make sure you keep
a backup, because the encrypter program will modify
the file. Now run the encrypter program, enter the
name of the file you want to encrypt and watch it go.
When it's finished, ENTER the program and list
it. Neat, huh?
There's one more step to encrypting the adventure.
The text in the data statements at Lines 32120 and
32130 (from last month's listing) must be encrypted
by hand. It's not too tough to do. Just bump each let-
ter up one. An A becomes a B, a T becomes a U, and
so forth. Spaces should be replaced with an excla-
mation point. All other characters become the charac-
ter following in the set (i.e., $ = %).
The only exception is the exclamation point. Since
the next character up is the quote, we have to replace
it with a character that can appear within a string.
The encrypter replaces all occurrences of the excla-
mation point with an equal sign. You should do the
same. Listing 3 shows these changes.
Of course, when the game is played, we don't want
the text printed in its encrypted form. Talk about a
tough adventure to solve! This is where our final
machine-language subroutine comes in (you know
it as the "mystery" subroutine).
Listing 3 gives the lines you need to add the
decoder routine. Type it in and list it to disk.
Now let's get this whole mess put together. Load
the parser program from last month (make sure
you've encrypted the text in the data statements), then
enter the files you created from Listing 1 (encrypt-
ed version) and Listing 3. You might want to delete
PAGE 34 /APRIL 1986
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Adventurous
Programming continued
all the REM statements so players can't see all the
verbs.
You're now the proud owner of a complete adven-
ture game. Play to your heart's content. Of course, it
should be an easy game since you know all the an-
swers. Why don't you try expanding it a bit? Add some
new puzzles, rooms and items.
Drudgery.
Now that we've written our game, there remains one
subject we've yet to discuss, and it's a biggy —
playtesting. The word playtesting has a whole differ-
ent meaning when applied to adventure games. There
are an infinite number of possible commands a play-
er may try. How can you account for them all? The
bottom line is: you can't. All you can do is play the
game over and over, thinking like a player.
Start at the beginning of the game and, using your
solution, play it through to the end. When you're sure
everything works all right, go back and try every com-
mand combination you can think of. Granted, you
won't get to them all, but try to catch the obvious ones.
The next step is to corral one of your friends, sit
him down and force him to play the game from be-
ginning to end (it's all right if he sleeps, eats and uses
the facilities, but that's all). While he's playing, make
notes on gameplay
You'll be surprised how important a fresh viewpoint
is. Your friend knows nothing about the game and will
try a lot of strange things, things you wouldn't have
thought of. What an eye-opener that'll be. I guaran-
tee, when your friend is through playing, you'll have
several pages of changes to make. There is absolutely
no substitute for playtesting. If you try to skimp on
this, you will pay. I promise.
Benediction.
That's all folks. Whatever meager knowledge lies
behind my wrinkled brow has now been imparted to
you. Use it in wisdom and mercy (writing adventures
tends to make one sadistic).
I hope you've learned from this series of tutorials,
and maybe even had a little fun along the way. May
I pass on one more tiny bit of advice? The final tick-
et to adventure writing, as in any other activity, is ex-
perience. The first game you attempt may be an
exercise in frustration, but persevere. It'll get easier.
After you've done a few, you'll find yourself thinking
more about puzzles and plot, and less about "How
the devil am I going to do this?"
Who knows? Maybe someday you'll be working for
Infocom. H
Listing 1.
BASIC listing.
II ? :? AS; RETURN
15 FOR X=N1 TO 700:NEKT X: RETURN
30 POKE N16, 112: POKE 53774 , 112 : RETURN
40 N=N0 : S=N0 : E=N0 : H=N0 : U=N0 : D=N0 : G0SU6
RXMlf)
45 GRAPHICS NO: POKE 710.N0:G05UB 30: GO
SUB N10:? "QEH3H1E: "; :? AS:AS="":RET
URN
50 AS="FR0NT OF HOUSE": N=N8 :E=N7 :U=N6 :
RETURN
60 A$="MAIN STREET" :E=N5:H=N6: RETURN
70 AS="HAIN STREET" :E=N7:H=N5: RETURN
80 AS="0N THE PORCH" :5=N5 : RETURN
90 AS="LIUING R00M":N=N12:S=N8:U=N11:D
-N10 : RETURN
100 AS="CELLAR":U=N9: RETURN
110 AS="BEDR00M":D=N9: RETURN
120 AS="KITCHEN":S=N9: RETURN
955 FOR X=NI TO N6 : INU CX)=N0 : NEXT X
960 GOSUB 40
1015 ? :? "IUHE: ";:IF NOT {N OR S
R E OR M OR U OR DJ THEN ? "None" : GOTO
1055
1020 IF N THEN ? "N " ;
1025 IF S THEN ? "5 ";
1030 IF E THEN ? "E "',
1035 IF H THEN ? "H ";
1040 IF U THEN ? "U " ;
1045 IF D THEN ? "D " :
1855 ? :? :? " fJiHM jal : " : IT=N0 : FOR X=N1
TO NN:IF ABS CI CXT 1 OR THEN NEXT X:G0T
1065
1860 AS=ISCX*SZ-SZ+N1,X*SZJ : GOSUB N18 :
? AS:IT=Ni:HEXT X
1065 IF NO T IT THE N ? "Nothing"
1080 ? :? " ffrHpiriUJ : " : INv=N0 : FOR X=N1
TO NN:IF I CX) O-Nl THEN NEXT X:G0T0 10
90
1085 AS=lStX*SZ-SZ+Nl,X*SZ3 : GOSUB N10:
? AS:INU=N1:NEXT X
1090 IF NOT INU THEN ? "Nothing"
1820 IF US="D" AND R=N9 AND ICH9JO-N1
THEN A$="Y0U fell in the dark!":G0T0
4500
1825 IF US="N" AND N THEN R=N:G0T0 960
1830 IF V$="S" AND 5 THEN R=S:G0T0 960
1840 IF US="E" AND E THEN R=E:G0T0 960
1850 IF US="M" AND M THEN R=M:G0T0 960
1868 IF U$="U" AND U THEN R=U:G0T0 960
1870 IF US="D" AND D THEN R=D:G0T0 960
1880 ? :? "No such direction!":G0T0 12
fin
2000 IF Y=N3 AND I(Y)=-N1 AND NOT I IN
4} THEN A$="You found sonething «" :I CN4
)=R: GOSUB Nil: GOSUB N15:G0T0 960
2010 IF Y=N6 AND fI(YJ=R OR ICYJ=-H1J
THEN AS="Ifs ANALOG": GOSUB Nil: GOTO 1
260
2095 ? :? "Looks ordinary": GOTO 1260
2100 IF ICYJO-N1 THEN ? :? "You don't
have it«":G0T0 1260
2110 FOR X=N1 TO N6:IF INUtXJ=Y THEN I
NUtX)=N0
2120 NEXT X:ICY)=R:GOTO 960
2280 IF ItYJ=-Nl THEN ? :? "You alread
y have it!":G0T0 1260
2205 IF ICY)=-R THEN ? :? "You can't g
et that!":G0T0 1260
2210 IF ICYJOR THEN ? :? "It's not he
re!":G0T0 1260
2220 L=N0:F0R X=N1 TO N6:IF INVCX}=N0
THEN L=X
2230 NEXT X:IF NOT L THEN ? :? "You C
an't carry anymore «■': GOTO 1260
PAGE 36 / APRIL 1986
ANALOG COMPUTING
2248 im=-Nl:INV{L}=Y:GOTO 968
2380 IF Y=N1 AND R=N8 AND NOT KN2) T
HEN IfN2J=R:ft$="Y0U found SOMethinq ! " :
G85UB Nll:G05UB N15:G0T0 968
2395 GOTO 4018
2488 IF R=N8 AND Y=H8 AND UL THEN R=H9
:GOTO 960
2418 IF R=N8 AND Y=N8 AND NOT UL THEN
AS="If s locked" :G85UB N11:G0T0 1260
2495 GOTO 4818
2588 IF R=N8 AND Y=N8 AND ICN23=-N1 AN
D NOT UL THEN UL=N1:G0T0 4000
2595 GOTO 4818
2680 IF YON4 BR HY) <>-Nl OR ICN5JO-
Nl THEN 2695
2618 ICYJ=N8:ICN93=-Nl:ICN5J=N8:F0R H=
HI TO N6:IF INVCXJ^Y THEN IHVCX)=H9
2628 NEXT X:GOTO 960
2695 GOTO 4010
2700 IF Y=N6 AND im^-Nl THEN 0P=N1:G
OTO 4000
2710 IF Y-N7 AND R=N12 AND I(N18)=H8 T
HEN ICN18J=R:I(Y)=N8:G0T0 960
2795 GOTO 4010
2808 IF YON6 8R ICYJO-Nl OR NOT OP
THEN 4818
2818 flSr-' ETmiW'Til Yell out a window:
ANAL8G 15 GREAT" : G85
UB Nll:G8T8 1268
2895 G0T8 4818
2988 IF R=N12 AND ICN183=R AND NS="ANA
LOG IS GREAT" THEN 4600
2910 ? :? CHR5(34) ;N$;CHR$C343 :GOTO 12
60
2995 GOTO 4010
4888 ? :? "Okay": GOTO 1260
4O10 ? :? "You can't do that":GOTO 126
4500 GRAPHICS NO .'POKE 71Q,N0:G0SUB N10
: POSITION N19-CLEN«A5)/N2J ,N5:? AS
4510 POSITION N8,H18:? "THIS ADVENTURE
IS OVER!":? :? :? :? :END
4680 GRAPHICS NO: POKE 718, NO: POKE 752,
Nl: POSITION N15,N18:? "YOU HIN!"
4610 GOTO 4610
6840 ? :? "LOAD FROM QAPE OR 0I5K";:IN
PUT ZS:IF Z5="D" THEN 6900
6860 IF ZSO"T" THEN ? :GOTO 6828
6888 ? :? "CUE, PRESS RETURN TWICE. ":0
PEN ttNl,N4,N0,"K:":GET UNI, A: CLOSE ttNl
6885 OPEN »N1,N4,N0,"C:":G0T0 6928
6900 OPEN ttNl, N4, NO, "D: DEMOGAME.DAT": A
£—1111
6920 INPUT ttNl,R,OP,UL
6988 FOR X=N1 TO NN : INPUT ttNl,A:I(X)=A
:NEXT X
6990 FOR X=N1 TO N6 : INPUT ttNl,A:INV(X)
=A:NEXT X
7020 CLOSE »N1:UL=N1:? :? :TRAP 1260 :G
OTO 960
7040 ? :? "NO GAME DATA SAVED !" : CLOSE
ttNl: GOTO 1260
7060 ? :? "SAVE TO QAPE OR 0I5K"; :INPU
T ZS:IF ZS="D" THEN ZS=",":GOTO 7120
7088 IF ZSO"T" THEN 7060
7100 ? :? "CUE, PRESS RETURN TWICE." :0
PEN »N1,N4,N0,"K:":GET ttNl , A : CLOSE ttNl
:Z$=","
7110 OPEN ttNl,N8,N0,"C:":G0T0 7140
7120 OPEN ttNl, N8,N8,"D: DEM8GAME.DAT"
7148 PRINT ttNl;R;ZS;8P;Z5;UL
7288 FOR X=N1 TO NN: PRINT ttNl;ICX]:NEX
T X
7210 FOR X=N1 TO N6 : ? ttNl ; INV CXJ : NEXT
X
7220 CLOSE ttMl:? :? :A$="":GOTO 960
32049 REM KKKKMICKKM LS DATA********
32118 REM ********ITEM DATA********
CHECKSUM DATA.
(see page 13)
11 DATA 387,737,747,756,232,144,380,30
1,451, 572 , 23 , 840 , 865 , 632 , 745 , 7732
1815 DATA 42,788,813,762,826,811,778,3
82 , 467 , 432 , 743 , 388 , 671 , 893 , 636 , 9256
1838 DATA 667,556,701,686,551,8,529,79
8 , 254 , 66 , 951 , 620 , 176 , 621 , 216 , 7392
2228 DATA 65,743,187,8,737,721,857,740
, 263 , 743 , 779 , 252 , 635 , 746 , 873 , 8341
2718 DATA 278,749,578,542,752,839,922,
755,193,754,938,226,896,738,548,9788
6868 DATA 52,517,266,89,98,868,185,618
,288,713,230,923,218,472,848,6201
7200 DATA 242,918,939,930,868,3889
tLomputet
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CIRCLE #114 ON READER SERVICE CARD
ANALOG COMPUTING
APRIL 1986 /PAGE 37
A
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A DIVISION OF MICRO PERIPHERALS, INC.
P.O. BOX 3B8
A
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ATARI ATARI
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SH 327 20 Megabyte Hard Disk C
SC 1224 RGB Color Monitor C
130 XE (8-bit Wonder ollhe World!]
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1050 Disk Drive
1020 Color Printer/ Plotter
NEW "X" and "S" series Printers .. ..C
Power Supply 400/800/810 1050/850
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PANASONIC PRINTERS
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KX-P3131 LQ Daisy. 80 col
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KX-P110 Ribbon. Blk (lor 1080/1091/1092)
COLOR RIBBONS lor 1080/1091/1092
EPSON
LX-80(80col)
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MODEMS
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38
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139
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399
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US ROBOTICS COURIER 2400-100% Hayes' 429
PRENTISP212ST- 1200 bps. 100% Hayes! 239
SIGNALMAN Express (1200 bps. Smart) 279
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INTERFACES/BUFFERS
ATARI 850 In Stock' .. 124
P:R: CONNECTION (100% 850 compatible) 66
CABLES -We've Got 'Em CALL
U CALL (For Hayes, etc.) 39
U PRINT A 59
U PRINT A-64 with 64K Bulfer 99
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Supra/MPP 1 f 50 54
SOFTWARE and BOOKS
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MONITORS
TEKNIKAMJ-fOComposileColor 189
THOMPSON Green W/Audio 85
THOMPSON Amber W/ Audio 90
THOMPSON Composite Color 159
THOMPSON RGB/Composite 319
ACCESSORIES
ST- COVERS. Heavy Grade Vinyl 8
ST- MOUSE MAT. Matching ST Color 10
ST- 6' Printer Cable 19
ST- Modem Cable (to Hayes, etc.) 17
ST- Monitor Stand. Swivel & Till 15
Disk File lor 3 5" disks (holds 40) 9
Flip N File DATA CASE (holds 50) 8
Disk File, wilh Lock (holds 100 1 ) 13
Rotary Disk File (holds 72) 15
Power Strip. 6 outlet. (15 amp Surge) 15
Printer Stand, Heavy Duty, Sloping 13
ATARI Deluxe Joystick. CX-43 ' 9
ATARI "Standard" Joystick 6
6' Atari Serial I/O Cable 6
CompuServe Starter Kit (5 Hours) 21
US . DOUBLER (Dbl Density lor 1050) .52
PRINTER SUPPLIES
MAILING LABELS. While. 500 pack 3
per 1000 ... .4
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1000 sheets, same as above
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Adventurous
Programming continued
Listing 2.
BASIC listing.
18 DIM AS(16G) ,FS(15) :X=0
20 ? "ENTER FILENAME CD : FILENAME . EXT3 :
": INPUT FS
30 OPEN tti,12,0,FS:TRAP 130
40 G05UB 140: IF flOftSCC'fi") THEN 40
50 GOSUB 140: IF AOASCC'S") THEN 40
60 G05UB 140: IF A<>ASCC ,, = ,, 3 THEN 40
70 GOSUB 140: IF A<>A5C CCHRS (34) J THEN
40
80 NOTE ttl, SECTOR, BYTE: GET HI, ft
50 IF A=34 THEN ? CHRS (flj ; :GOTO 40
100 IF A=ASCC"!"} THEN A=61:P0KE 766,1
:GOTO 120
110 A=A+1
120 POINT ttl, SECT8R, BYTE: PUT ttl, A:? CH
R$ (A3;: POKE 766,8: GOTO 80
130 CL05E ttl:? :? :? :? "DONE «Q": END
140 NOTE ttl, 5ECT0R, BYTE: GET ttl , A : ? CHR
S(A) ; : RETURN
CHECKSUM DATA.
(see page 13)
10 DATA 133,598,386,326,270,322,163,36
2,376,558,231,366,64,694,5449
Listing 3.
BASIC listing.
10 A=USR (ADR (DS) , ADR (AS) , LEN (AS) ) : RETU
RN
11 A=U5R (ADR CDS) , ADR (AS) , LEN (AS) ) : ? : ?
AS: RETURN
925 FOR X=N1 TO 35: READ A : DS (X) =CHRS (A
) :NEXT X
32029 REM xxxxxxxxx dS DATA MXXXXXXXXX
32030 DATA 216,104,104,133,204,104,133
,203,104,104,133,205,160,0,177,203,201
,61,240,11,56,233,1,145,203
32048 DATA 200,196,205,208,248,96,169,
33,288,244
32128 DATA XFMDPNF !NBU , -8,LFZ,0,DPBU, 9
, CBUUFS JFT , , GMBTIMJHIU , 11 , NBHB [ JOF , 10
,XJ0EPX,-12,G5P0U!EPP5,-8
32130 DATA MJHIUFE ! GMBTIMJHIU , 0, POFO !X
JOEPX,0
CHECKSUM DATA.
(see page 13}
TERMS AND CONDITIONS
in slock Hems • NO EXTRA CHARGES FOR CREDIT CARDS'
• Minimum order S20 • COO ir.
my add $3 « Ohio resident add 6% sales tax • Please aiiuv
3 weeks lot personal or company
Snipping Hardware. $4 minimum. So'lware. and mosi accessor
es. S3mrnimum • We ship to con-
ka. Hawaii. Puerto Rico APO. and FPO • Canadian orders a
dual shipping plus 5V minimum
10 DATA 145,253,131,915,684,173,163,16
3,2547
CIRCLE #115 ON READER SERVICE CARD
PAGE 38 /APRIL 1986
ANALOG COMPUTING
48K Disk
UTILITY
Character Generator II
Part 1.
by Bob Curtin
One problem with a game as dynamic as Dungeons
& Dragons is that it's constantly changing. That's a
good thing in a way but for Dungeon Masters who
ply their trade to a large number of players, it means
staying one jump ahead of the plebian delvers and
keeping on top of all of the additions to the rules.
This is great for the players, of course. They have
little to do but reap the rewards of the Dungeon
Master's toil. The DM, on the other hand, is faced
with the formidable task of being simultaneously
writer, producer, director, actor, referee, statistician,
librarian, militarist, judge and jury.
It is the DM who provides the world in which play-
ers seek to make names for themselves. He's the play-
ers' eyes and ears. It is he who breathes life into lands
of his own creation and gives players the hours of
excitement for which this game is renowned.
It's no easy task. The hardbound reference books
alone total well over 1200 pages, and that's hardly
worth mentioning in the overall scheme of things.
To make matters worse, the long awaited revised Dun-
geons & Dragons player's handbook arrived a few
weeks ago (as of this writing), in the form of a sup-
plementary volume entitled Unearthed Arcana. The
new material in this book is a compilation from sever-
al sources, including articles from the venerable fan-
tasy publication The Dragon, plus a whole bunch of
information never before published anywhere. In-
cluded in the tome are three new character classes,
a plethora of new weapons, spells and treasures, and
revisions on much that went before.
I've long been a champion of the computer aiding
the beleaguered Dungeon Master. Back when ANA-
LOG Computing was young (issue 8), I wrote a D&D
character generator (along with a housekeeping pro-
gram which has been revised, updated and improved
over the last few years).
Aside from the obvious advantage of crunching the
numbers at a heady pace, the computer never forgets
to add modifiers or perform the correct calculations.
It can also supply a lot of information in a short
amount of time, sometimes in subtle ways (for in-
stance, just by making viable alternatives in a menu
a different color from alternatives which aren't pos-
sible at that particular time).
The character generator, however, has only recently
gotten my attention. Rather than try to revise what
went before, I decided to start from scratch, with a
whole new format, including new character classes,
weapons, equipment and spells.
Since generating a character in D&D is a "linear"
exercise (that is, each step is followed one after an-
other and never repeated), I reasoned that, by chain-
ing a number of programs together, I could make my
generator up to 88K long (the capacity of a single-
density disk). That's precisely what I've done.
ANALOG COMPUTING
APRIL 1986 / PAGE 39
[jFjDfrD
Character Generator continued
The Dungeons & Dragons Character Generator II
(DCG2] is made up of three separate programs which
generate different facets of the same character. This
character is preserved in two ways: by printing out
a hardcopy, and by storing pertinent data on disk (to
be loaded later into the D&D housekeeping program
which I wrote for the ANALOG Compendium, and
which now resides in the TCS database).
DCG2 is much more comprehensive than its pre-
decessor, but at the same time is a lot easier to use.
The first program of DCG2 generates the character
proper, allowing the player full control over name,
gender, race, class and level. Numbers are still gener-
ated randomly (as they would be normally) , but those
things over which players have control in manual
character generation are kept that way in DCG2.
The second program (which should be coming next
month in these very pages) is used to equip the char-
acter from head to hoof at Ye Olde Shopping Mall .
Players simply browse through a series of inventory
lists, including weapons, armor, camping equipment,
provisions, religious items, clothing, etc. As each item
is purchased, the price is deducted from their total
gold pieces (change being made automatically) , and
the character's current encumbrance level is dis-
played. The complete list of items chosen by the play-
er will be printed on the character sheet under the
character's statistics, racial attributes and magical
spells (if applicable).
The last program in this series lists the numbers
and levels of spells which may be chosen by the
magic-users, clerics and druids, as well as higher-
level rangers and paladins. As the magic -users choose
each spell, the "chance to know" roll is made, and
the player is informed as to whether or not he's ac-
quired the spell. After the allotted number are cho-
sen in each level, the spells are printed on the char-
acter sheet.
The programs use a common data file saved after
each individual program has done its thing. The con-
tents of this file can be loaded into the housekeep-
ing program, or individual characters from several
different files can be merged into one file, to be load-
ed into Dungeons & Dragons Housekeeping.
Creating the character.
Once the program is up and running, you'll either
be greeted with the question, How many characters
do you want to generate? or, if an unfinished file re-
mains on the disk, the screen will display the status
of that file along with the filename. You may gener-
ate up to ten characters (0 = ten) per data file. You'll
then be asked for a filename for your set of charac-
ters. Simply enter any legal filename, but without the
device call. For example, if you wanted D:FAR-
QUAR.l as a filename, you'd merely type FAR-
QUAR.l.
DCG2 will then ask you if you'd like the random
number generator loaded. A no answer [N] means
that the computer will "roll" three 6-sided "dice" and
total the results. This'll be repeated six times, to net
the basic characteristics of your character.
In this pure form, the numbers will range between
3 and 18. If you answer with a yes (Y), the computer
will add the loading factor (1, 2 or 3) to the sum of
the dice in each of the six rolls.
For instance, if you chose 3 as the loading factor,
the numbers in each characteristic would range be-
tween 6 and 18. All numbers over 18 are dropped
back to 18.
Next, you'll be asked for a name and gender for
your character. If you don't want to give the charac-
ter a name at this time, simply hit RETURN. The
computer will print a space on the character sheet
for you to fill it in at a later time.
Once the basic ability scores are generated, the
computer will display them and give you the choice
of retaining or discarding the numbers. You have
three chances to get a better set of scores, but — of
course — you could also end up less fortunate. (Ah,
decisions, decisions!)
After you've made your choice, DCG2 checks to
see which races the character is qualified to be and
displays the alternatives in a highlighted format on
the list of races. Pressing the ESC key yields a menu
listing all of the races; pressing the letter correspond-
ing to the particular race will give a list of racial at-
tributes and bonuses.
After you've chosen your character's race, the com-
puter will display, in highlighted format, the class-
es for which the character is qualified, based on race
and basic ability scores. You choose between the via-
ble alternatives, and you'll then be asked to enter the
character's level.
At this point, the basic attributes and pertinent
data are printed in a format easily accessible to the
player during the game. You may choose to have the
racial attributes, bonuses and penalties added to the
sheet, as well.
The program goes on to save the data and run the
equipment and weapons program.
Using the program.
I've endeavored to make DCG2 as bulletproof as
possible, but — users being as creative as they are —
I'm sure some bright young mind will figure out a
PAGE 40 /APRIL 1986
ANALOG COMPUTING
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Character Generator continued
way to crash it. Aside from deliberate sabotage, how-
ever, I'm confident of the program's solidity. Anyway,
as you work with it, familiarity will foster a sure
hand.
Once you've gotten DCG2 typed in (or you've been
crafty enough to have bought the disk subscription
to ANALOG Computing), simply run it. The com-
puter will ask how many characters you want to
generate and request that you to enter a filename.
Once this is done, the data file will be created.
Note that, if you don't create the full number of
characters you declare, an unfinished file will remain
on the disk. When the program is run the next time
around, the initial screen will be a status report on
that particular file. You may continue on with that
file, or you may scrap it and start another.
Also, once a filename has been chosen, the same
status screen will appear, giving you the status on
the file you just created. I did this to give you a
chance to change your mind on either the filename
or the number of characters created.
Be sure you store the program on disk under the
filename D:DDC9.2. This is very important for DCG2
to work properly with the upcoming additions.
Another thing you might have to do is to change
the printer control codes to match your printer. I've
assigned values to the variables, so all you have to
do is change the values in Line 20, and the codes will
be changed throughout the program.
The variables mean the following: WID = double
width on; WIDOFF= double width off; KOMP = com-
pressed on; KOMPOFF = compressed off; EMPH =
emphasized (double strike) on; EMPHOFF = empha-
sized off; LIN = linefeed; FEED = form feed. If your
printer doesn't support some of these, then assign
some innocuous value to those variables, so the print-
er doesn't start acting bizarre.
Also, until next month when the equipment pro-
gram arrives, insert the following line into your code:
1395 GOTO 98
Once the equipment program is up and running,
and stored on the same disk as D:DDC9.2, you can
(nay, you must!) delete 1395.
Those of you with 130XE computers may speed
things up drastically by using DOS 2.5, available in
the ANALOG Computing TCS database. (What! You
haven't signed up yet?) Copy the three programs to
the ramdisk. Just be sure you change all the filename
calls from D: to D8.\ For example, the filename D:
EQL7IPMNT in Line 1400 should be changed to D8:
EQ LJIPMNT.
Helpful information.
I originally wanted to include class descriptions
in the program, in much the same format as the ra-
cial information, but alas, I had not the memory. It
therefore behooves the Dungeon Master to have this
information available to players during the character-
generating session. The best I could do was to list
the classes each race was eligible to become (assum-
ing the basic characteristics values were sufficiently
high).
The same problem cropped up in the spell pro-
gram. I had originally wanted to provide descriptions
of each spell available, for the players to scrutinize
as they were choosing spells in each level. Again,
the Dungeon Master should keep his copy of Un-
earthed Arcana available as a reference.
Another decision I wrestled with was whether or
not to include the psionic routines. I had the memo-
ry. In fact, the routines are already written. But psion-
ics are such a volatile thing in a dungeon that, if not
handled correctly (that is, in extreme moderation),
they tend to make the dungeon ludicrous at best.
I reasoned that those DMs who consider them-
selves skilled enough to handle psionics — and wish
to include them in their dungeon — would be better
served doing them "by hand." Including them auto-
matically for any eligible character — or even mak-
ing that an option — would be, in my opinion, too
much of a temptation.
If one were to draw a conclusion based on the
screen displays, DCG2 appears to be a fairly simple
program. However, there's a lot going on under the
hood. For one thing, I changed as many tables as pos-
sible into mathematical formulas. (As an example, the
FIND/REMOVE TRAPS column of the thieves table
was reduced to the formula: FT=LeveJ*5 + 15.)
Though this did tend to slow things up a bit, it saved
an enormous amount of memory.
DCG2 uses essentially unmodified Advanced Dun-
geons & Dragons system rules to generate the charac-
ters. I say "essentially" because I've modified some
of the systems, to eliminate weird quirks which
sprang up with the introduction of a computer into
the works.
For example, the AD&D system of generating height
and weight resulted in occasional grossly overweight
(or underweight) characters. To eliminate this, I tied
the weight of a character to height, then randomized
variations within a reasonable scope.
I've also used a modular approach to DCG2, by us-
ing subroutines for all but displays, error trapping
and overhead. Thus, additions to the D&D system can
PAGE 42 / APRIL 1986
ANALOG COMPUTING
later be added to the individual applicable subrou-
tines. It's not quite as easy as that, but those of you
well enough versed in the AD&D system and in BA-
SIC programming to follow the program should, with
perseverance, be able to make your own additions.
Finally, the method I've chosen to generate a
character is not one of the four standard methods stat-
ed in the AD&D Dungeon Master's Guide. It is, how-
ever, a method which is a combination of methods
three and four. With the loading factor added in, I
think it's a much more flexible method which will
suffice for generating any level of player or nonplay-
er character.
Above all, have fun with it. That's what the game's
for, after all — yes? PI
Bob Curtin is a machinist who got'into computing
in 1982 when he bought an Atari 800. He uses it for
writing, programming and telecommunications. He
prefers the more cerebral computer games.
Listing 1.
BASIC listing.
10 TRAP 110
20 MID=14 : WID0FF=20 : K0HP=15 : K0MP0FF=18
: EMPH=69 : EMPH0FF=70 : LIN=10 : FEED=12
30 DIM DWS(253 , ELFS (253 , GNOS (253 ,HES (2
5J ,HAS(253 ,H0S(253 ,HUS(253 ,NAMS(303 , RA
S(83,CMDS(403 ,F(213,lS(203 .CLS(303
40 DIM AT(35,103,GS(63,TYPS(23,PNT$(12
05 , FTRS (253 , PALS (253 , RNGS (253 , CLES (253
, DRU$ (253 . MOS C253 . THFS C 25} ! Y-0
50 DIM ASS (253 ,MUS(253 , ILLS (253 ,CAVS(2
5) , BARBS {253 , ACBTS (253 , LNAMS (1653 , TEMP
5(903
60 GOSUB 3450:G0T0 90
70 DWS="DWARF (C3 1
CB3":HUS="HUMAN
GNOME (D3"
80 HAS="HALFLIHG (E3 " : HES="HALF-ELF
(F3":H0S="HALF-0RC tG3": RETURN
90 CHAR=ATC21,13 :N=AT(22,13 : IF N~1>CHA
R THEN 110
100 IF N-KCHAR THEN 180
110 TRAP 3328: GRAPHICS 1;P0KE 752,1 :P0
KE 710,0:P0KE 709,I8:G0SUB 3600
120 POSITION 0,1O:? 86; "HOW MANY CHARA
CTER5 ":? 86;" DO YOU WANT T0";P0SIT
ION 5,14:? 86;"GENERATE"
138 CLOSE «1:0PEN 81, 4, 0, M K : " : GET 81 , C
MD: CLOSE 81: IF CMD<48 OR CMD>57 THEN 1
30
140 TRAP 140:? "UNDER WHICH FILENAME S
HALL":? "I STORE THESE CHARACTERS"; : IN
PUT CL$
ISO NAMS="D : " : HAMS (3 , 3 + LEN CCLS3 3 =CLS : I
F LENCCLS3>11 THEN HAMS (3, 103 = CLS (1 , 83
155 ? "15":? "INITIALIZING ARRAYS; PLEA
SE WAIT, . ."
160 CHAR=CMD-48:IF CHAR=8 THEN CHAR=18
178 FOR E=l TO 30:F0R J=l TO 18:AT(E,J
3 =8: NEXT J: NEXT E : LNAMS="" : GOSUB 3358:
N=1:G0T0 185
180 TRAP 3320: GOSUB 3700
185 GOSUB 70: GOSUB 1500
190 GRAPHICS 17:P 0SITI0H ,10:? 86 : "^1*1
-" : ? 86j ■■ fniM33mtfr
YOU WANT TO LOAD
UMBE R
:ELFS="ELF
(A3":GN0S="
ANALOG COMPUTING
200 GOSUB 3680: CLOSE 81: OPEN 81,4,0,"K
:":GET 81, CMD: CLOSE 81: IF CMD=89 THEN
238
210 IF CMD<>78 THEN 198
228 GOTO 260
23© ? 86 ;"«": POSITION 1,10:? 86;"type
the loading";? 86;" factor CI, 2, OR 33"
248 OPEN 81,4,0,"K:":GET 81,CMD:CL0SE
81: IF CMD<49 OR CMD>51 THEN 230
250 LD=CMD-48
260 OPEN 81,4,0,"K:":0PEH 83,4,0,"S:"
270 GRAPHICS 1:P0KE 710,8:G0SUB 3600:?
86; "15": POSITION 2,10:? 86;"CHARACTER
NAME?"
280 ? 86:? 86;" ":X=2:
L=15 : Y=12 : ALP=i : 0=0 : IS=""
290 IF L=21 AND PEEK (7643 =255 THEN 390
300 POSITION X+0,Y:GET 83,CMD
31© POSITION H+0,Y:? 86;CHRS (CMD3 :IF P
EEK(7643=255 THEN POSITION X+0,Y:? 86;
II HI
320 IF PEEK C7643 =255 THEN 310
330 POSITION K+0,Y:GET 81,XX:P0KE 764,
255: IF XX=155 OR XX=I26 THEN 390
340 GOSUB 488
350 IF ALP=0 AND (XX<48 OR XX>573 THEN
310
360 0=0+l:lS(LEN(lS3+13=CHRS(XX3 :PRINT
86;CHRS(XX3; :IF 0=L THEN L=21:G0T0 29
378 IF L=8 AND (0=2 OR 0=53 THEN 0=0+1
380 GOTO 300
398 CLOSE 83: CLOSE 81
400 LHAMS (N*15+l , H*15+I+LEN (IS3 3 =IS : IF
I-*— HEN 15— ,. I .. l ,.._^_„ "
410 POSITION 3,14:? 86;"PT3iHaJB IM/FJ"
:OPEN 81,4,0,"K:":GET 81, CMD: CLOSE 81:
GOSUB 420: IF CMD>128 THEN 418
428 IF CMD>=128 THEN POKE 752,1:? •■
0YOUR INVERSE KEY IS ONM!":FOR E=l T
500: NEXT E
430 IF CMD>=128 THEN ? "t
ii ; RETURN
448 IF CMD=70 OR CMD=102 THEN GS="FEMA
LE":GOTO 530
450 IF CMD=77 OR CMD=189 THEN GS="MALE
":GOTO 530
460 POKE 752,1:? "Q 'M" OR "F"
NLY!!":F0R E=l TO 580:HEXT E:? "t
":G0T0 4I0
465 IF PNTS=">" THEN PNTS=" "
478 GOTO 530
480 IF XX>96 AND XX<128 THEN XX=XX-32
490 IF XX>129 AND XX<191 THEN XX=XX~12
8
580 IF XX>192 AND XX<225 THEN XX=XX~I2
8
518 IF XX>224 AND XX<256 THEN XX=XX~16
8
528 RETURN
530 AB=0
540 FOR CMD=1 TO 6
550 A=IHT (6*RND (83 +13 : B=INT (6*RND (03 +1
3 : C=INI (6#RND (03 +13 : AT (CMD , N3 =A+B+C+LD
:A=0
568 IF AT(CMD,N3>18 THEN AT (CMD, N3 =18
570 NEXT CMD
580 FOR E=l TO 6 : F (E3 =AT (E, N3 : NEXT E
590 GRAPHICS 1:P0KE 712,50:P0KE 710,50
:POSITION 0,3:? 86;lS;""S":? 86;"BASIC
ABILITY SCORES": GOSUB 3608
688 ? 86:? 86:? 86;" STRENGTH "j
ATII,N3 :? 86;" INTELLIGENCE ";AT(2,N
3
618 ? 86;" WISDOM ";AT(3,H3:?
86," DEXTERITY " ; AT (4, N3 : ? 86; "
CONSTITUTION ";AT(5,N3
(Listing continued on page 48)
APRIL 1986 / PAGE 43
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A0601 SHOOTOUT AT OK GALAXY (D) $17.95
A0602 DNIEPER RIVER LINE (D) $24.95
A0603 SPACE COWBOY (D) $18.95
A0526 KNIGHTS OF THE DESERT (D) $24.95
A0527 FIELD OF FIRE (D) $24.95
A0528 FORTRESS (D) $22.95
A0529 COSMIC BALANCE (D) $24.95
A0530 IMPERIUM GALATUM (D) $24.95
A0531 RAILS WEST (D) $24.95
A0532 TIGERS IN THE SNOW (D) $24.95
A0533 50 MISSION CRUSH (D) $24.95
A0590 BROADSIDES (D) $24.95
A0591 COMPUTER QUARTERBACK (D) $24.95
A0592 COMPUTER AMBUSH (D) $34.95
A0593 COMPUTER BASEBALL (D) $24.95
A0712 COLONIAL CONQUEST (D) $24.95
A0713 COMBAT LEADER (D) $23.95
A071 4 KAMPFGRUPPE (D) $34.95
Atari
A0420 ATARI MUSIC I (D) $19.95
A0421 ATARI MUSIC II (D) $19.95
A0422 INTRO PROG I (T) $14.95
A0423 INTRO PROG II (T) $14.95
A0424 INTRO PROG III (T) $14.95
A0425 ATARI LAB STARTER (C) $44.95
A0426 ATARI LAB LIGHT MOD (C) $33.95
A0428 SKYWRITER (C) $16.95
A0429 CONVERSATIONAL FRENCH (T) $16.95
A0430 CONVERSATIONAL SPANISH (T) $16.95
A0431 MY FIRST ALPHABET (D) $16.95
A0432 SPEED READING (T) $19.95
A0433 TYPO ATTACK (C) $16.95
A0435 VERBAL MODULE SAT (D) $29.95
A0436 SAT SAMPLE PRETEST (D) $17.95
A0437 MATH MODULE SAT (D) $29.95
A0438 TOUCH TYPING (T) $14.95
A0439 JUGGLES RAINBOW (D) $16.95
A0440 JUGGLES HOUSE (D) $16.95
A0442 TOUCH TABLET/SOFTWARE $49.00
A0443 PAINT (D) $19.95
A0315 PILOT/TURTLE GRAPHICS (C) $29.95
A0316 LOGO (C) $39.95
A0318 ASSEMBLER/EDITOR (C) $19.95
A0319 MACRO ASSEMBLER (C) $19.95
Spinnaker
A0444 LINKING LOGIC (C) $16.95
A0445 DANCE FANTASY (C) $16.95
A0446 MEMORY MANOR (C) $16.95
A0447 LOGIC LEVELS (C) $16.95
A0448 KINDERCOMP (D) $16.95
A0449 PACEMAKER (D) $16.95
A0450 KIDS ON KEYS (D) $16.95
A0451 GRANDMAS HOUSE (D) $16.95
A0452 KIDWRITER (D) $16.95
A0453 FRACTION FEVER (D) $18.95
A0454 IN SEARCH AMAZ THING (D) $22.95
A0455 TRAINS (D) $18.95
A0456 ALPHABET ZOO (D) $16.95
A0457 AEROBICS (D) $22.95
A0710 DELTA DRAWING (C) $16.95
A071 1 ADVENTURE CREATOR (C) $16.95
American Educational Computer
A0459 VOCABULARY WORD BLDR (D) $16.95
A0460 GRAMMAR WRK USE SKILLS (D) $16.95
A0461 WORLD GEOGRAPHY FACTS (D) $16.95
A0462 SPANISH VOCAB SKILLS (D) $16.95
A0463 FRENCH VOCAB SKILLS (D) $1 6.95
A0464 WORLD HISTORY FACTS (D) $16.95
A0465 US HISTORY FACTS (D) $16.95
A0466 US GEOGRAPHY FACTS (D) $16.95
A0467 US GOVERNMENT FACTS (D) $16.95
A0468 A PLUS LEARN TO READ (D) $24.95
A0470 A PLUS READING COMPREHENSION (D) .$24.95
A0471 COMPUTER LEARNING PAD $37.95
A0418 BIOLOGY FACTS (D) $16.95
A0493 ELEM SCIENCE 3 8 4 (D) $16.95
A0494 ELEM SCIENCE 5 8 6 (D) $16.95
A0495 ELEM SCIENCE 7 8 8 (D) $16.95
DLM
A0680 SPELLING WIZ (D) $19.95
A0681 ALIEN ADDITION (D) $19.95
A0682 METEOR MULTIPLICATION (D) $19.95
A0683 ALLIGATOR MIX (D) $19.95
Artworx
A0738 LINKWORD LANGUAGE-SPANISH (D) . . .$17.95
A0739 LINKWORD LANG-FRENCH (D) $17.95
A0740 LINKWORD LANG-GERMAN (D) $17.95
A0741 LINKWORD LANG-ITALIAN (D) $17.95
A0663 MONKEYMATH (D) $15.95
A0664 MONKEY NEWS (D) $15.95
Add S3. 00 lor shipping, handling and insurance. Illinois residenls
please add 6% lax. Add S6.00 lor CANADA, PUERTO RICO, HAWAII
ALASKA APO-FPO orders, Canadian orders musl be in U.S. dollars.
WE DO NOT EXPORT TO OTHER COUNTRIES, EXCEPT CANADA.
Enclose Cashiers Check, Money Order or Personal Check. Allow 14
days lor delivery 2 lo 7 days lor phone orders, 1 day express moil!
VISA — MASTER CARD — COD.
No C.O.D, to Canada, APO-FPO
ORDER COMPUTER DIRECT
^T^^% ^\ J\ ^# We Love Our Customers
I Wl/M ¥ 22292 N. Pepper Rd., Barrington, 111.60010
312/382-5050 to order
CIRCLE #117 ON READER SERVICE CARD
■I 152K Lowest Price In The USA! i52K
atari^ Computer System Sale
• Students • Word Processing • Home • Business
$379
SYSTEM PRICE
LOOK AT ALL YOU GET FOR ONLY
LIMITED QUANTITIES
® 'Atari 130XE 152K Computer
©[Atari 1050 127K Disk Drive
©lAtari 1 027 Letter Quality 20 CPS Printer
Atari Writer Plus Word Processer with Spell Checker
Atari BASIC Tutorial Manual
All connecting cables 8 T.V. interface included. ^^
ir Monitors sold separetly. TCjTALS
LIST PRICE
$249.00
299.00
299.00
59.95
16.95
$923.90
CALL FOR 1027 PRINTER REPLACEMENT
INDIVIDUAL
SALE PRICE
$134 95
159 9S
159 ,s
4995
12* 5
$517.75
OPTIONS
SAVE
OVER $100
All 5 ONLY
379°°
SYSTEM
SALE PRICE
$
Other Accessories List Sale
-ft- 12" Hi Resolution Green Screen Monitor $199.00 $79.95
He 13" Hi Resolution Color Monitor $399.00 $159.95
Add $9.95 for
Connection Cables
Add $10 for UPS
15 DAY FREE TRIAL. We give you 1 5 days to try out this ATARI COMPUTER SYSTEM I ! If it doesn't meet your expectations, just send it back to us prepaid
and we will refund your purchase price! ! 90 DAY IMMEDIATE REPLACEMENT WARRANTY. If any of the ATARI COMPUTER SYSTEM equipment or
programs fail due to faulty workmanship or material within 90 days of purchase we will replace it IMMEDIATELY with no service charge! !
Best Prices * Over 1000 Programs and 500 Accessories Available • Best Service
* One Day Express Mail * Programming Knowledge • Technical Support
Add $25.00 for shipping and handling!!
Enclose Cashiers Check, Money Order or Personal Check. Allow 14
days for delivery. 2 to 7 days for phone orders. 1 day express mail !
We accept Visa and MasterCard. We ship C.O.D. to continental
U.S. addresses only. Add $10 more if C.O.D., add $25 if Air Mail.
COMPUTER DIRECT
We Love Our Customers
22292 N. Pepper Rd., Barrington, III. 60010
312/382-5050 to order
CIRCLE #117 ON READER SERVICE CARD
Computer Cleaners
Your Choice 1/ B D I ^ C Your Choice
Reg. $19.95 ± j% Q E ' ^ Reg. $19.95 £^fc £*£f
5ff/e
9
SALE
Sale
9
TV/MONITOR SCREEN RESTORER
& CLEANING KIT Sale $9.95
Reduce eye fatigue by increasing the clarity of your TV or
monitor screen. This kit contains a hard wax formulation to
cover surface imperfections on TV screens and monitors. This
restores maximum optical clarity, making what you see more
distinct. Plus high absorbency cloths and an auto static spray
cleaner allows you to clean your screen on a regular basis to
keep your screen looking better than new. (This is a must for
those who watch monitors or TVs for extended lengths of
time.) List $19.95. Sale $9.95.
DISK DRIVE CLEANER
Reg. $19.95.
Sale $9.95.
MEMTEK
PRODUCTS
• 60% of all drive downtime is directly related to poorly maintained drives.
• Drives should be cleaned each week regardless os use.
• Drives are sensitive to smoke, dust & all micro patricles.
• Systematic operator performed maintenance is the best way of ensuring
error free use of your computer system.
This unique twin slot jacket design gives twice as many "wet-dry"
cleanings per rotation as other leading brands. Non abrasive, 100% lint
free, random fiber cleaners capture dust, smoke particles and disk oxide
build up which insures you against disk and data loss from dirty disk drive
heads just like you must clean your albums and tape players you must
clean your disk drive heads to keep your disk drive working well. (24
cleanings per kit.) List $19.95. Sale $9.95.
Add $3.00 for shipping, handling and insurance. Illinois residents
please add 6'/,% tax. Add $6.00 for CANADA, PUERTO RICO,
HAWAII, ALASKA, APO-FPO orders. Canadian orders must be in
U.S. dollars. WE DO NOT EXPORT TO OTHER COUNTRIES, EXCEPT
CANADA. Enclose Cashiers Check, Money Order or Personal
Check. Allow 1 4 days for delivery, 2 to 7 days for phone orders,
1 day express mail !
VISA — MASTER CARD — C.O.D. No. CO. D. to Canada, APO-FPO
ANTI-STATIC KEYBOARD
CLEANER Sale $9.95
Now you can clean your computer keyboard fast,
efficiently, and safely. The keyboard cleaning solution is
exclusively formulated to remove skin oils, dust, and dirt
that can destroy your equipment. Plus this non residue
solution with anto-static properties will not build up like
ordinary household cleaners so you can clean as much as you
ike without worry. Plus the lint free, high absorbency, non-
abrasive cloths will not scratch or mar your equipment as they
pick up dirt and grime in a matter of seconds.
List $19.95. Sale $9.95.
COMPUTER DIRECT
We Love Our Customers
22292 N. Pepper Rd., Barrington, III. 60010
312/382-5050 to order
CIRCLE #117 ON READER SERVICE CARD
Famous Smith Corona National Brand
1 0" PRINTER SALE
Below Wholesale Cost Prices!!!
• ONE YEAR IMMEDIATE REPLACEMENT WARRANTY
• Speed: 120 or 160 characters per second * Friction Feed/Tractor Feed — Standard
• 80 character print line at 10 CPI • 1 Line Buffer, 2K Buffer on 160 CPS Plus LQM
• Six pitches • Graphics capability • Centronics compatible parallel interface
* Features Bidirectional Print, Shortline Seek, Vertical And Horizontal Tabs
Check These
Features & Prices
120 CPS 10" Printer
List
$429.00
SAL
!159
| SUPER GRAPHICS
160 CPS + Letter Quality
Mode 10" Printer
emphasized
List
$499.00
This is a sample of our
near-letter-quality print,
There is standard data <I /\1
processing quality print
SPECIFICATIONS
italic print
fl99
(IBM — Commodore )
Size/Weight
Height 5.04" Width 16.7"
Depth 13.4" Weight 18.7 lbs.
Internal Char. Coding
ASCII Plus ISO
Print Buffer Size
120 CPS: 132 Bytes (1 line)
120/160 CPS Plus LQM: 2K
No. of Char. In Char. Set
96 ASCII Plus International
Graphics Capability
Standard 60, 72, 120 DPI
Horizontal 72 DPI Vertical
Pitch
10, 12, 16.7, 5, 6, 8.3, Proportional Spacing
Printing Method
Impact Dot Matrix
Char. Matrix Size
9H x 9V (Standard) to 10H x 9V
(Emphasized S Elongate)
Printing Featurei
Bi-directional, Short line seeking, Vertical
Tabs, Horizontal Tabs
Forms Type
Fanfold, Cut Sheet, Roll (optional)
Max Paper Width
11"
Feeding Method
Friction Feed Std.; Tractor Feed Std.
Ribbon
Cassette — Fabric inked ribbon
Ribbon Life
4 million characters
Interfaces
(Apple — Atari — Etc. )
Interfaces
Parallel 8 bit Centronics compatible
120/160 CPS Plus NLQ: RS232 Serial inc.
Character Mode
10x8 Emphasized: 9x8Standard; 10x8
Elongated: 9x8 Super/Sub Script (1 pass)
Character Set
96 ASCII
11x7 International Char.
Line Spacing
6/8/12/72/144 LPI
Character Spacing
10 cpi normal: 5cpi elongated normal: 12 cpi
compressed: 6 cpi elongated compressed;
16.7 cpi condensed; 8.3 cpi elongated
condensed; 5.12.5 cpi elongated proportional
Cartridge Ribbon — List $19.95. Sale $12.95.
IBM $89.00
Apple $59.00
Atari $59.00
Commodore $39.95
Add $14.50 for shipping, handling and insurance. Illinois residents
please add 6%% tax. Add $29.00 for CANADA, PUERTO RICO, HAWAII,
ALASKA. APO-FPO orders. Canadian orders must be in U.S. dollars. WE
DO NOT EXPORT TO OTHER COUNTRIES, EXCEPT CANADA. Enclose
Cashiers Check. Money Order or Personal Check. Allow 14 days
delivery. 2 to 7 days for phone orders. 1 day express mail! Prices &
Availability subject to change without notice.
VISA — MASTERCARD — C.O.D. No C.O.D. to Canada or APO-FPO
COMPUTER DIRECT
We Love Our Customers
22292 N. Pepper Rd., Barrington, III. 60010
312/382-5050 to order
CIRCLE #117 ON READER SERVICE CARD
620 ? 86[" CHARISMA ";AT(6,NJ:?
06:? 86:? 86;" are these scores":? 86
;" acceptable ty/nJ" .„ ,
638 POKE 752,1:0PEN 81, 4,8, "K :" : GET 81
,CMD:CLOSE 81:IF CMD=78 THEM AB=AB+1:?
VOU HAVE ";3-AB;" CHANCES LEFT"
648 IF CMD=78 THEM FOR E=l TO 108: NEXT
E:G8T0 680
658 IF CMD>128 THEN GOSUB 420:G0T0 630
668 IF CMD=89 THEM 698
676 GOTO 638
686 IF AB<3 THEN 548
696 GOSUB 1888
780 GRAPHICS 1:G0SUB 3688:P0KE 752, 1:P
OKE 712,128:P0KE 711,134:P0KE 708,40:P
OKE 789.0
718 POSITION 2,3:? 86;HU$:P0SITI0N 2,4
:? 86;ELFS:P0SITI0N 2,5:? 86:DH$
720 POSITION 2,6:? 86; GN0S:P05ITI0N 2,
7!? 86;HAS:P0SITI0N 2,8:' 86;HES
738 POSITION 2,9:? 8 6;H0$
748 ? 86:? 86:? a6;"Hjr~
H":? 86;"iHrj|HILIGHTED
758 ? 86:? 86:? 86;"
VOU MAY CHOOSE ONL
RACES
ress one letter
768 ? :? :? "PRESS <ESC> FOR RACIAL DE
SCRIPTIOMS"
770 OPEN 81,4,0,"K:":GET 81,CMD:CL0SE
8l!lF CMD=27 THEM GOSUB 1418:G0T0 700
788 IF CMD<65 OR CHD>71 THEN 770
790 ? :? :? :? :IF F(CMD-58J=1 THEN P6
KE 789,12:? "QVOU MAY CHOOSE ONLY THE
HILIGHTED"
808 IF F(CMD-58J=1 THEN ? "RACES!" : FOR
E=l TO 500: NEXT E:? 86 ;"«":? "H":POKE
709,0:G0T0 700
810 ON CMD-64 GOSUB 830,840,878,920,95
8,998,1028
815 F6R E=l TO 6:IF ATCE,N)>18 THEN AT
CE,N}=18:NEXT E
828 0=CMD:YY=CMD-64:G05UB 1640:G0SUB 2
300:G0SUB 1816:G0T0 2550
830 RAS="HUHAM" : RETURN
848 RAS="ELF" : AT C4 , N) =AT (4 , N J +1 ! AT (5 , N
> =AT C5 , MJ -1 : PPM=5 : 8LM=-5 : MSM=5 : HSM=18 :
HMH=5
850 IF GS="FEMALE" THEM IF AT(1,N)>16
THEM ATC1,N)=16
860 RETURN
_ 878 RAS="DWARF":AT(5,N)=ATC5,NJ+l:ATt6
P , NJ = AT C6 , H) -1 : BLM=16 : FTM=15 : CWM=-10 : RL
h 880 IF GS="FEMALE" THEM IF ATC1,NJ>17
cS THEN ATC1,NJ=17
898 IF AT(4,N)>17 THEN AT(4,NJrl7
908 IF AT(6,N)>16 THEN AT(6,N)=16
918 RETURN
928 RA$="GN0ME" : 0LM=10 : FTM=15 : CHM=~10 :
RLM=-5
930 IF GS="FEMALE" THEM IF ATtl,N»>15
S- THEN ATU,NJ=15
940 RETURN
950 RAS="HALFLING"!ATtl,NJzATIl,M)-l:A
T ( 4 , M =AT (4 , N> +1 : PPM=5 : 0LM=5 : FTM=5 ! MSM
6 =10:HSM=15:HMM=5:CMM=-5:RLM=-5
M 960 IF G$="MALE" THEN IF AT(1,N3>17 TH
a EH AT(1,M>=17
p 978 IF G$="FEMALE" THEN IF ATC1,N)>14
«S THEN ATC1,NJ=14
n
o
a
5'
c
re
986 RETURN
998 RAS="HALF-ELF":PPM=10:HSM=5
1000 IF G$="FEMALE" THEN IF ATC1,NJ>17
THEM AT(1.HJ=17
1010 RETURN
1020 RAS="HALF-0RC":ATC1,NJ=ATC1,NJ+1:
AT (5 , N) =AT C5 , NJ +1 : AT C6 , NJ = AT 16 , N) -2 : PP
M=-5 : 0LM=5 : FTM=5 : HNM-5 : CWM=5 : RLM=-10
1836 IF AT(2,N)>17 THEN ATC1,NJ=17
1848 IF AT(3,N)>14 THEM AT(3,N)=14
1858 IF AT(4,N)>14 THEN AT(4,N)=14
1868 IF AT(6,N)>12 THEN AT(6,H)=12
1870 RETURN
1888 FOR E=8 TO 13:F(E) =8 : NEXT E
1890 IF F(lX8 OR F(5Xl2 THEN F(9)=i:
CMDS=DMS:G0SUB 1160:DH$=CMDS
1100 IF F(2X8 8R FC4J<7 OR F (5X6 OR
FC6X8 THEM F (81 =1 :CMD$=ELFS : GOSUB 116
0:ELFS=CMDS
1110 IF F(lX6 OR F(2X7 OR F (5X8 THE
N F CIO) =1:CMD$=GN0S: GOSUB 1160:GN0S=CH
DS
1120 IF FC2X4 OR F C4J <6 THEN F (121=1:
CMD$=HE$:GOSUB 116fl:HE$=CMDS
1130 IF F(lX6 OR F(2X6 OR F (4X8 OR
F(5X18 THEN F (11) =1 :CMDS:=HA$ : GOSUB 11
60:HA5=CMDS
1140 IF F(lX6 OR F(5X13 THEN F(13)=l
:CMDS=HOS: GOSUB 1160: HO$=CMDS
1150 RETURN
1168 FOR E=l TO LEN (CMDS) :CMD$ (E,E) =CH
R$ (ASC(CMDS(E,E))+128) :NEXT E:RETURN
1170 CLOSE 81-.0PEN 81,8, 8,"P :":? 81;CH
RS(KOMPOFF)
1180 ? 81;CHR$(HID);CHRS(27) ;CHRS(EMPH
);I$;,;CLS;CHRS(HID0FF);CHR$(27);CHRS(
EMPHOFF) ; , ;RA$; , ;GS
1190 ? 81;CHRS(LIN)
1280 ? 81;"STRENGTH "; AT (1,N) ;"
/";E5;,"LEUEL";,,LU;,;"R/A BONUS
" ' RA
1210 ? 81;"INTELLIGEMCE ";AT(2,H);,
,"HIT POINTS", HP;, ;"A/C ADJUSTMENT ";A
C
1220 ? 81;"WISD0M
.,,,;"N0. ATTACKS ";AT
1230 ? 81;"DEXTERITY
,,,,;"SAVE BONUS ";MA
1240 ? 81;"C0M5TITUTI0N
,"HIT MODIFIER", HM; , ; "OPEN DOORS
JOD
1250 ? 81;"CHARISMA
, "DAMAGE MODIFIER", DM;, ;"BEHD BARS
";BB;"Z M
1260 ? 81;CHR$(LIN)
1270 ? 81;"HEIGHT
";AT(3,N);,
";AT(4,N);,
■*;AT(5,M);,
~>00RS
■;AT(6,N);,
■;ft;
II I II I II II I
!l
N;CHRS(34) ;,,;"GOLD PIECES"; ,;GP
1280 ? 81;"HEIGHT ";HT
1290 IF CLS="THIEF" OR CLS="ASSASSIM"
OR CLS="ACROBAT/THIEF" OR CLS="MONK" T
HEN GOSUB 2200
1300 ? "15":? :? :? "DO YOU MANT RACIAL
INFORMATION":? "PRINTED ON YOUR SHEET
■711
1310 OPEN 82,4,0,"K:":GET 82,CMD:CL0SE
82:IF CMD<>89 THEM 1370
1320 ? 81;CHRS(LIN) :? 81;CHRS(HID) :? 8
l;"RACIAL IHFORMATIOM":? 81 ; CHRS (KOMP)
1330 RESTORE 22800+ ( CYY>*100)
1340 READ PNTS,E,CMD:IF PNTS="*" THEN
1370
1345 IF E>0 THEN TEMPS (E, E+LEN(PNT$) )=
PNTS
1355 IF CMD=0 THEN ? 81; TEMPS : TEMPS="
": TEMPS (80) =TEMPS: TEMPS (2) =TEMPS
1360 GOTO 1340
1370 REM
1380 REM
1390 poke 709,10:? "«":? :? "saving da
ta; please wait. . ,":gosub 3350
1392 if cls="magic-user" them ? "i5":?
:? "noh loading spell program. .." :run
"D: MAGIC"
1394 IF CLS="ILLUSIONIST" THEN ? "*":?
:? "NOH LOADING SPELL PROGRAM. .." :RUN
"D: ILLUSION"
1396 IF CL$="DRUID" THEN ? "H":? :? "N
OM LOADING SPELL PROGRAM. . .":RUN "D:DR
UID"
1398 IF CLS="CLERIC" THEN ? "H"l? :? "
NOH LOADING SPELL PROGRAM. .." :RUN "D:C
LERIC"
1400 ? "I?":? :? "HOH LOADING EOUIPMEHT
PROGRAM. . .":RUN "D:EOUIPMNT"
1410 GRAPHICS 0:POKE 710,50:P0KE 752,1
:POSITION 2,5:? "HUMAN A":? "EL
F B"!? "DHARF C"
1420 GOSUB 3600:? "GNOME D":? ,:
HALFLIMG E":? "HALF-ELF F":? "
HALF-ORC G"
1430 ? :? !? "HHICH RACE DO YOU MANT?"
1440 OPEM 82,4,0,"K:":GET 82,CMD:CL05E
82:? "H":IF CMD<65 OR CMD>71 THEM 141
1450 RESTORE 22000+ ( (CMD-64)»100>
1460 READ PMTS,E,CMD:IF PNTS="*" THEN
1490
1465 IF PNT$=">" THEN PNTS=" "
1470 ? PNTSlIF PEEK(84)>=28 THEN ? I?
"PRESS ANY KEY F6R MORE":OPEN 81,4,0,"
K:":GET 81,CMD!CL0SE 81:? "H"
I486 GOTO 1460
1490 OPEN 82,4,0,"K:":GET 82,CMD:CL05E
82: RETURN
1500 FTR$="FIGHTER (A) ":RMGS="RAH
GER (C)":PALS="PALADIN (E)"
1510 CLES="CLERIC (F) ":DRUS="DRU
ID (GJ":M0S="M0NK (M)"
1520 THFS="THIEF (J)":ASS="AS5A
SSIN (LJ":MUS="MAGIC-USER (HJ":I
LLS="ILLUSIOHIST (I)'
1530 CAUS="CAUALIER
RBARIAM (B)"
1540 ACBTS="ACROBAT
1550 RETURN
1560 GP=0:FOR E=l TO X
1570 A=INT(Y*RND(0J+1) :GP=GP+A
1580 NEXT E:GP=GP*10
1590 RETURN
1600 A=INT(10*RND(0J+2J :RETURN
1618 A=INT(8»RND(0)+1) : RETURN
1620 A^INT (6*RND (0) +1) : RETURN
1630 ArINT(4KRND(0)+l) .-RETURN
1640 A=0:IF G$="FEMALE" THEN A=l
1650 ON 0-64 GOTO 1660,1688,1788,1728,
1740,1760,1786
1668 H=INT (24*RHD (0) -12J +72 : HT=INT (2 . 4
*H)+INTC30*RND(0)-10) :IF A=l THEM H=H-
(D)":BARBS="BA
(K)"
I
n
a?
H
S3
Q
o
&
ft
a
&
o
8
1
3
s
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MjMl
oPEMrofrs
MAGAZ/JVE
APRIL 1986
PREMIER ISSUE
I .-. :■
» I*
A
!jMr. Seta
GfcMSYSf
ST-Check
.»
| »» ♦• I
*** I
REFERENCE UBRARY
Essential guide to learning
the inside information on the
ATARI ST. Written for the
user who wants thorough
and complete descriptions of
the inner workings of the ST.
Detailed descriptions of the
sound and graphics chips,
the internal hardware, the
Centronics and RS-232
ports, GEM, important system
addresses and plenty more.
Also included is a complete
documented BIOS assembly
sting. This indispensible
reference is a required
addition to your ATARI ST
library. 450 pages. $19.95
mwk
A complete guide to
programming the ST<
using the Graphics
Environment
Manager
For the serious programmer
in need of detailed inform-
ation on the GEM operating
system. Written especially for
the Atari ST with an easy-to-
understand format that even
beginners will be able to
follow. All GEM routines and
examples are written in C
and 68000 assembly
language. Covers working
with the mouse, icons, Virtual
Device Interface (VDI),
Application Environment
Services (AES) and the
Graphics Device Operating
System. Required reading for
the serious programmer
intrested in understanding
the ST. 450 pages. $19.95
i=SGp
[fEEKS&POKES
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MACHINE LANGUAGE
Program in the fastest
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TRICKS & TIPS
Treasure trove of fascin-
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Fantastic graphics, refin-
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Includes program listings
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GRAPHICS & SOUND
A comprehensive hand-
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LOGO
Take control of your
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Topics covered include
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PEEKS & POKES
Enhance your programs
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using the different lang-
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and machine language,
using various interfaces,
memory usage, reading
and saving from and to
disk, more. $19.95
PRESENTING THE ST
Gives you an in-depth
look at this sensational
new computer. Discusses
the architecture of the
ST, working with GEM,
the mouse, operating
system, all the various
interfaces, the 68000
chip and its instructions,
LOGO. $16.95
Abacus mm Software
P.O. Box 7219 Grand Rapids, Ml 49510 ■ Telex 709-101 ■ Phone (616) 241-5510
Optional diskettes are available for all book titles at $14.95
Call now for the name of your nearest dealer. Or order directly from ABACUS with your MasterCard, VISA, or
Amex card. Add $4.00 per order for postage and handling. Foreign add $10.00 per book. Other software and
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CIRCLE #118 ON READER SERVICE CARD
I ■
Mm ^ ^*^k ^^ oPEftjro/rs
MM ^^^^ MM MAGAZ/A/E
FEJWffES
ST-Check Clayton Walnum 53ST
The first BASIC checksum program for the 520ST.
Mr. Scratch Clayton Walnum 57ST
Don your asbestos suit; you'll need it as you attempt to defeat the head sulphur slinger.
GEMSYS() James Luczak 71ST
A tutorial to teach you how to access GEM's AES library through ST BASIC.
ff£WWS
Brataccas (Psygnosis Limited) Clayton Walnum 76ST
Playing this graphic adventure is like stepping right into a comic book.
Mi-Term (MicnTron) Arthur Leyenberger 80ST
We review the full-featured telecommunications program from MicnTron.
COIM/VS
ST News 56ST
What's new for 520ST users.
C-Manship, Part 3 Clayton Walnum 65ST
This month, Clayton takes an in-depth look at functions and loop structures.
Index to Advertisers . . . . ; 82ST
Graphic Afts
The Next Step in the Evolution of Software
<S
** ,j?
Imagine combining the functions of
Computer Aided Design (CAD), Bus-
iness Graphics, free-hand drauuing,
and typesetting programs into oo*
package. Include functions of"^a
simple spreadsheet for data ma
ipulation. Add abilities of a simple
word processor for text annotation
in various fonts, sizes, and rota-
tions. Mix all these features into a
single package instead of "inte-
grating" separate packages. The
result is a new breed of softwa4£j\.
Graphic Arts. The only graphic arts Ss >> v <!■'
program available: The Graphic
Artist.
The Graphic Artist is menu, macro,
command, and language driven.
Vou read correctly. Menus for begin-
ners, commands and macros for
experts. And an optional language
interpreter for creating custom
applications.
Support for dot matrix printers,
color plotters, and laser printers is
standard, of course.
Impressed? Wait until you see a
demo at a dealer near you!
The Graphic Artist
Graphic Arts has finally arrived.
PROGRESSIVE
COMPUTER
APPLICATIONS
2002 McFluliffe Drive
Rockville, Maryland 20851
(301)340-8398
-^Language $245 additional
The Graphic Artist is a trademark of Progressive Computer
Applications, Inc. 520ST is a trademark of Atari Corp.
Medium or high
Resolution
UTILITY
w
ST-Check
A checksum program
for the 520ST
by Clayton Walnum
This issue marks the first appearance, within ANA-
LOG Computing's pages, of a BASIC program for the
520ST. Those of you who spend a good deal of your
free time typing in the listings from the magazine
have surely grown accustomed to seeing (and, we
hope, using) the checksum data that follows each BA-
SIC listing. One of the first projects I undertook when
ST BASIC made its appearance was to make sure that
this tradition continued. The result is ST-CHECK — a
typing validator for the 520ST computer.
What good is it?
Typing in a program listing can be a frustrating
and time-consuming task. Just one mistyped charac-
ter will frequently render a program completely un-
usable. To insure that your program will run correctly,
the entire listing must be checked character by char-
acter against the original. This can take many hours.
To make matters worse, you can't trust your own eyes.
Do you know how easy it is to overlook an O where
a is supposed to be?
Typing checkers like Unicheck (latest publication
in issue 39) and ST-Check take over the arduous task
of proofreading your program files. Using these pro-
grams can cut down your debugging time by a huge
factor. When the checker's output matches that pub-
lished with the listing, you can be sure your typing
is accurate.
Getting started.
Load your copy of ST BASIC, then type in the list-
ing that accompanies this article. When you've fin-
ished, save a copy to your disk.
Now, the bad news. There's no foolproof way ST-
Check can find typos within itself. An error in the
program will make all data suspect. So why have I
included the checksum data with the program list-
ing? Because, though you can't get much help find-
ing your errors, you can be sure when none exist.
Introspection.
When you run ST-Check against itself, you will
get one of several results. The program may just give
up and crash. In that case, go through the listing
character by character until you find your mistake.
A second possibility is that the program will run
okay, but will create all bad data. This may indicate
an error somewhere between Lines 80 and 420. Find
the typo and correct it. A last possibility is that the
checksum data will have only a few bad values. In
this case, use the normal method detailed below to
locate your errors.
Warning: until you get your checksum data for ST-
Check to match the data following the listing, you
can't trust it to proofread other programs.
Using ST-Check.
When you finish typing an ST BASIC program list-
ing from the magazine, save a copy to your disk, then
run ST-Check.
ST-LOG
APRIL 1986 /PAGE 53ST
//
ST-Check
continued
The program will first ask for a filename. Type in
the name for the program you wish checked (the one
you just saved to the disk), then press RETURN.
You'll be asked for a "bug" name. Enter a name for
the checksum file (this can be any name not already
on the disk), followed by RETURN. Hint: if you in-
clude a .BAS extension on your bug filename, you'll
be able to view the generated data without leaving
BASIC.
ST-Check will now proofread the program. When
the checking process is complete, you'll have a file
on your disk (saved under your bug name) which con-
tains the checksum data for the program checked.
If you added the .BAS extension, you may now
load this file and view it. If you didn't use the .BAS
extension, you must return to the desktop, double-
click the bug file, then click the "show" command.
Check the last value of each line. If it matches the
value in the published checksum data, then go on
to the next. If it doesn't match, you've got a typo.
MegaSoft LTD is the largest publisher of
Commodore utilities in the U.S. and is cur-
rently expanding its lineup. We are looking
for different and unusual utilities for the
Atari system to be marketed on a national
bases. Types of programs wanted would
include copy utilities, printer goodies, bul-
letin boards, terminal packages, machine
language helpers, and other unusual utilities.
At this time ST software is preferred, however
all submissions will receive an accurate eval-
uation. MegaSoft is interested in either an
outright purchase or a royalty type based
sale.
Thank you
Robert G. Scheffler
Software Development
MegaSoft
(206) 687-7176
P.O. Box 1080 Battle Ground, WA 98604
CIRCLE #120 ON READER SERVICE CARD
To find the error, look at the line number of the
data statement in which the bad value occurred. This
number is equivalent to the first program line the data
evaluates. Let's call this "Line X." Count the entries
in the data line until you get to the bad value. We'll
callthis count "Y." Now look at the program you
typed in. Starting with, and including, Line X, count
down Y lines. The line you end up on will be the
one containing the typo.
Correct the error, then rerun ST-Check. When you
get all the checksum data to match that in the maga-
zine, your new program is ready to run.
Passing the buck.
Okay, friends. Here's where the truth comes to the
fore. I can take only minimal credit for ST-Check, as
it's virtually a direct translation from D:CHECK2 (is-
sue 16) by Istvan Mohos and Tom Hudson. All ac-
colades and tribute should be directed to those two
fine gentlemen. I'm sure they'll divvy it up fairly, and
perhaps pass a small share on to me. Thanks, guys!
You may now type in this month's ST BASIC pro-
gram, secure in the knowledge that the searching eye
of ST-Check is primed and ready. H
Listing 1.
BASIC listing.
10 "ST CHECK typing validator by CI
ayton Hal rum
28 "based on a prograw by istvan No
hos and Tom Hudson
38 if peek(systab)=l then cl=I7 els
e cl=32
48 fullw 2:clearw 2:gotoxy cl,8:? "
ST CHECK" :ex=e:sp=8:x=8
58 input "Enter filename: ",f$:inpu
t "Enter BUG nane: ",fl$
68 on error goto 598: open "0" ,ttl,fl
$:open "I", 82, fS: close tt2
78 open "T.",tt2,f$:on x goto 148,228
88 color 2:?:? "Counting lines":lin
ecount=6:color I
98 on error goto 578
188 line inputtt2, i$: linecount=lineto
unt+1
110 ? ".";:goto 188
128 close 82:q=int (1 inecount/18) sdiH
c CI inecount) ,r(q)
130 x=l:goto 78
140 range=0: lyne=8:color 2:?:?:? "Fi
lling array" :color 1
158 ? "."; :count=8
168 line inputtt2,i$:count=count+l
178 lyne=val Ci$J :rCrange)=lyne: range
=range*l
188 on error goto 586
196 line inputtt2, i$:count=count+l: if
count=16 then 158
286 goto 196
216 close tt2:x=2:goto 76
226 color 2:?:?:? "Calculating check
suns": color l
246 for i=l to linecount:checksuH=8:
line input tt2, i$
258 for z=l to len(i$) :nui«ber=ascCMi
d$Ci$,z,D)
PAGE 54ST / APRIL 1986
ST-LOG
266 if niiMber=asc (" ") and ex=8 and
sp=l then goto 328
276 if number OascC" "J then sp=8 el
se sp=l
286 if number <>34 then 366
2-96 if ex=l then ex=6 else ex=l
388 if ex=6 and number>=asc C"a"J and
number <=asc<"z") then number=number-3
2
318 product=x*number:checksum=checks
um+product:x=x+l:if x=4 then x-1
328 next z:? ".";
338 checksum=checksum-l686*int (check
sum/18683 :c(i)=checksum:x=2:next i
348 close 82: lvne=r(83 : item=8
358 color 2:?:?:? "Creating BUG file
*':color 1
368 count=16:total=8: if linecount<18
then count=linecount
iS=strS eigne) :i$=i$+" data "
for i=l to count : datum=c (18*item
376
388
+ i)
398
i$=i$+str$CdatumJ : i$=i$+",":tota
l=total+datum:next i
486 i$=i$+str$CtotalJ :print »i,i$:?
it ii ■
416 item=itemHHi:iinecount=linecount-
16: if linecount<l then 438
426 lgne=r(item) :goto 366
436 close til: clear w 2:?:gotoxg 8,1
446 ? "To check BUG data against the
checksum data found in the magazine,"
458 ? "return to the GEM desktop and
double click your BUG file. You mag"
468 ? "then 5H8M the data on your sc
reen or PRINT the data to your printer
■ " : "*
478 ? "The line number of each data
statement coincides with the first lin
e"
488 ? "of the user program the data
statement evaluates. Numbers within"
438 ? "each data statement represent
consecutive lines of the user program
■I
586 ? "The last number is the total.
":?
516 ? "Check the last number of each
statement against the version in the"
528 ? "magazine. Only when there's
a discrepancy need you check each numb
er"
538 ? "in the data statement.":?
548 ? "Take note of the lines contai
ning typos, then make corrections. Wh
en"
558 ? "all corrections have been mad
e, rerun this program to double check.
II
568 ? "Press <RETURN>": input i$:clos
e Hi: close tt2:end
578 if err=62 then resume 128
588 if err=62 then resume 216
598 if err=53 then ? chr$<7) ;"FILE N
6T F8UND!": close: resume 58
686 ? "ERROR »";err;" at LINE ";erl:
end
ST CHECKSUM DATA.
18 data 447, 129, 283, 518, 661. 168
, 942, 482, 648, 556, 4738
118 data 25, 985, 797, 52, 79, 349,
852, 644, 9, 482, 4114
218 data 883, 479, 621, 744, 498, 25
5, 165, 826, 416, 337, 5218
328 data 1, 166, 578, 136, 861, 898,
937, 271, 769, 363, 4928
428 data 99, 155, 889, 243, 764, 168
, 192, 986, 156, 757, 4329
526 data 251, 146, 569, 146, 916, 53
9, 541, 733, 845, 4626
<5
D
ST-TERM
j(a Communications lor the Atari"
$34.95
User Group Discounts
Dealer Inquires Invited
Commnet Systems
7348 Green Oak Terrace
Lanham, MD 20706
(301) 552-2517
ion 2.0 featuring ANSI Mode NOW
520ST
VT52/VT100
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Kermit
Setup files
Atascii Emulation
Macro Keys
Dos Functions
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Vers
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The Exciting Atari ST
Computers Are Here...
New software and enhancements are arriving
daily for this wonderful computer. We will
evaluate and carry only the best products, so
you can depend on us to support everything
we sell!
Call or circle our Reader Service Number on
the Response Card to put your name on our
mailing list. That will entitle you to our FREE
CATALOGS with product reviews, lips and
rumors on the ST.
VISA and MaitctCard gladly accepted
Toll Free 800-782-7007 (Oregon 479-9516)
837 NE 6th St.-Grantu Pass, OR 97526
CIRCLE #121 ON READER SERVICE CARD
CIRCLE #122 ON READER SERVICE CARD
ST-LOG
APRIL 1986 /PAGE 55ST
ST NEWS!
INSIDE GUIDES FOR THE ST USER
Abacus Software is offering three new books in their ST line. Aran' ST Internals covers the
68000 processor, the MIDI-interface, GEMDOS, error codes, custom chips, disk controller and
much more.
The complete guide to programming
the ST using GEM is explained in Atari
ST — GEM Programmer's Reference.
This 414-page book looks at GEM, in-
cluding VDI, AES, GDOS and GIOS.
Also examined is the development sys-
tem, programming the Virtual Device
Interface, using the editor, C-compiler,
assembler and linker.
Atari ST — Machine Language looks
at logical operations and bit manipula-
tion, program development, the operat-
ing system and programs and the 68000
register structure.
The books retail for $19.95 each. A
disk is available for each guide, giving
the programs within, at $16.95 per book.
Abacus has also just announced an interactive, computer-aided program designed to auto-
mate printed circuit board layouts. The user "places" the components on the screen, then speci-
fies the connection. The ST then proceeds to automatically route the traces on-screen. At any
time you can change components or locations and have the traces redrawn. Abacus says PC
Board Designer is friendly to use and features drop-down menus. Screen dumps are produced
on Epson and compatible printers. Suggested retail cost of PC Board Designer is $395.00. Abacus
Software, P.O. Box 7211, Grand Rapids, MI 49510 — (616) 241-5510.
CIRCLE #116 ON READER SERVICE CARD
SUPER 3D PLOTTER II
This program lets you display full-screen,
high-resolution, 3-D images and gives you the
ability to rotate and move the images at up
to six times per second.
Features include hidden line removal and
interactive graphic editing. The 56-page man-
ual covers major functions: hardcopy print-
out, rotation control, data editor, etc. Also
offered are routines to convert Solid States
(from our issue 16) for Super 3D Plotter.
Retails for $39.95, from Elfin Magic, 23
Brook Place, East Islip, NY 11730.
CIRCLE #168 ON READER SERVICE CARD
REGENT SPELL
Regent Software's new Regent Spell is a
30,000-word spelling checker for the 520ST,
compatible with Regent Word and most ST
word processors. Misspelled words are high-
lighted, with ten suggested spellings shown.
Choose a spelling or type in the correct one.
The dictionary expands to 60,000 words.
It's $49.95. Regent Software, 7131 Owens-
mouth, Ste. 45A, Canoga Park, CA 91303 —
(818) 883-0951. circle #125 on reader service
A MULTI-TASKING ENVIRONMENT
Beckemeyer Development Tools has an-
nounced their MT C-Shell, described as a ful-
ly multi-tasking, Unix-like environment for
the ST line.
It should be noted by readers that this is
not a replacement operating system for the ST,
but an extension to GEMDOS. It allows for
multiple ST applications to be used at the
same time.
For instance, while the ST is compiling a
program, it can also print out hardcopy — as
you're editing, telecommunicating or what-
ever. While all of this is occurring, the ST is
said to slow down minutely.
Beckemeyer also offers a Unix-compatible
C library and several utilities. The MT C-Shell
is expected to retail for $79.95 or slightly
higher. From David Beckemeyer Development
Tools, 592 Jean Street #304, Oakland, CA
94610 — (415) 658-5318.
CIRCLE #128 ON READER SERVICE CARD
C TOOLBOXES
InSoft offers several ST toolboxes with full
documentation. The Math Tool Box includes
programs covering vector arithmetic, statisti-
cal functions, curve fitting, matrix arithmetic
and more. The Searching and Sorting Tool
Box consists of several utilities, including a
quicksort, file merge and string/array search.
The Graphics Tool Box will handle curve
drawing in 2-D, shapes in 3-D, object rota-
tion and zooming. These toolboxes retail for
$59.00 each.
They'll be followed by the Graphic Work
Station, for 2-D/3-D construction and display.
InSoft also offers an ST disk magazine and
newsletter. Contact: InSoft, Corp., 1834 Bea-
con St., Suite 1, Brookline, MA 02146 — (617)
739-9012. CIRCLE #171 ON READER SERVICE CARD
SOLADISK
This ramdisk sets up an area of RAM to be
used as another "disk drive." This assembly
program transfers data at the astounding rate
of over 10 million bytes per second, with the
least memory-consuming directory of any
ramdisk for the ST.
In stores $15.00; $11.00 from Solar Powered
Software, 1807 N. Evergreen, Chandler, AZ
85224. CIRCLE #169 ON READER SERVICE CARD
BITMAP COLORING BOOK
Created from design and style books is-
sued early in the 20th century by leading
typographers and engravers, Bitmap's im-
ages are suited to use as a "coloring book,"
or for editing or other graphic changes.
Bitmap will also be producing an archi-
tectural drawing package, an "Electronic
Woodcut" set and a special font package.
Bitmap Coloring Book is $18.95. Bitmap
will digitize images at $25.00 (see End User,
issue 40). Bitmap, Inc., Box 237, Westwego,
LA 70094. circle #170 on reader service card
PAGE 56ST/ APRIL 1986
ST-LOG
by Clayton Walnum
"You want to what?"
"You heard me," replied Scratch, eyeing his assis-
tant with annoyance. His tail twitched, and the barb
struck the floor with a loud thwack. This schmuck
was a perfect example of his current diiemma. He
needed good people down here — not these muddle-
brained losers, lacking in vision and ambition.
'Advertise.'" Scratch continued. "That's how all the
successful companies on the surface get their trade.
Why should Hell be any different?"
The assistant shook his head in disgust. A pillar
of flame crackled into existence behind him, and he
had to leap away to avoid getting scorched. Scratch
grinned.
"Think about it, sir!" pleaded the assistant. "Ev-
ery time you come up with one of these ideas, it back-
fires on you. How about that Daniels guy? Remember
that stupid fiddle contest?"
The assistant dodged another blast of fire. Scratch
was losing patience. He'd warned this idiot once; he
didn't want to hear any more. Sulphur and Brimstone!
He still couldn't show his face in Georgia.
But the assistant wasn't taking the hint. "And then
there was that fiasco with the little girl. What was
her name. . .Began?" The assistant chuckled. "Boy,
that priest sure put a crimp in your pitchfork/ For
APRIL 1986 / PAGE 57ST
FOR THE
ATARI ST
* LogiKhron Clock Card * Are you tired of resetting the date and time when the Atari ST is
turned on? Then LogiKhron is for you! It automatically enters the date and time into the
Atari ST each time the computer boots. Through the use of an internal battery, LogiKhron
maintains the precise time and date even when the computer is off. Installation is easy, just
insert LogiKhron into the left cartridge slot and enjoy the benefits. — Only $49.95
* Electro Solitaire & 21 * Transform your computer into the perfect card playing friend. Why
hassle with searching for a deck of cards, shuffling, and dealing if your computer can do it
for you? Electro Solitaire & 21 adds a new dimension to the ever popular games of Solitaire
and Blackjack. Just think, point, and play; it's as easy as that? — Only $19.95.
* The Study Guide * The Study Guide is a carefully designed educational tool. You enter
the information which you want to learn and the computer helps you learn it. Questions are
then organized into formats such as multiple choice, true/false, essay, or fill in the blank.
You can then compare your answers against the computer's to evaluate your success. For
ages 11 to Adult. —$39.95
* Electro Calendar * Electro Calendar is an enhanced version of your wall calendar. You
can store and retrieve important messages quickly and easily. For instance, it can remind
you of upcoming meetings, birthdays, anniversaries, or any important event. If your wall
calendar becomes outdated, let Electro Calendar print one for you. It will display or print
calendars between the year 0001 and 9999. — Only $39.95
For more information or to place an order,
call (314) 894-8608. Dealer inquiries invited.
Sorry, no Visa or MC accepted.
Soh Loqik CoRp. 4129 old baumgartner • st. louis, mo 63129 • (314) 894-8608
//
Mr. Scratch continued
Heaven's . . . uh . . . for Hades' sake, they didn't even
pay you for the film rights."
There was a bright flash, a choked-off scream, then
silence. Scratch glared at the smudge of ash, the sole
remains of his assistant. He stroked his beard and
began to write.
IMAGINE! Anything you desire. . .
The game.
Well, it looks like there's trouble brewing. Old
Scratch has had a whole slew of advertisements print-
ed. He's mailed them out to a select list of citizens,
and he's snapping up souls so fast that the furnace
stokers had to go on double shifts just to keep up.
You, of course, are an aware and duty-conscious
community member. You've decided free enterprise
should not extend to the nether realms — especially
since the infamous ad has popped up in your mail-
box. What are you going to do about it? Is that a chal-
lenge? You bet your sweet asbestos suit it is.
The first challenge.
Type in the program exactly as in Listing 1. 1 know
some of the lines look a little weird. All text in the
Megamax C
for the
Atari ST
Featuring
• One pass Compile • In-Line Assembly • Smart Linker
• Full Access to GEM routines • Register Variable
Support • Position Independent Code • and much more..
System Includes:
• Full K&R C Compiler (with common extensions)
• Linker • Librarian • Disassembler • C Specific Editor
• Code Improver • Documentation • Graphical Shell
Benchmark Compile Execute
Time Time
Sieve 70 2.78 5095
"Hello, world" 63 N/A 4691
*Times in seconds. Sieve with register variables.
$±99.95 For more information, call or write:
Megamax, Inc
Box 851521
Richardson, TX 75085
(214) 987-4931
VISA, MC, COD ACCEPTED
CIRCLE #124 ON READER SERVICE CARD
program has been encrypted, so that you won't learn
the game's secrets as you type it in. Yeah, I sym-
pathize. It doesn't make the typing any easier, but
there really isn't a better way. Your perseverance will
be rewarded. Trust me.
Once you've got it all typed, save a copy to disk,
then use ST-Check (see page 53ST) to be sure you've
made no typos. This is especially important with an
adventure game because errors won't necessarily af-
fect the game in an obvious way. You could end up
with a game that's impossible to win. So check that
typing!
When running the game, be sure you have no desk-
top accessories loaded, and that the "buf graphics"
are turned off.
Playing Mr. Scratch.
As in most text adventures, you communicate with
Mr. Scratch by two-word commands. These should
be in a normal verb/noun format (i.e., GET BOOK,
GO DOOR). There are a few exceptions. All direc-
tions should be abbreviated to a single letter (N, S,
E, W, U, D).
There are also a few special commands you should
be aware of. These are: SAVE GAME, LOAD GAME,
HELP and QUIT. Use the save command to store your
progress on disk. The load command will restore the
last position saved. Type HELP any time you wish
to have one of the encrypted hints translated. Final-
ly, to end the game, type the command QUIT. Be sure
you save your progress before quitting.
Mr. Scratch won't understand everything you type.
To help you find the right commands, the program
will give you short messages. The message Don't un-
derstand that verb or Don't understand that noun in-
dicates that the verb or noun you used isn't in the
program's vocabulary. When you see You can't do
that! it means that you haven't met the conditions
required for the requested action, or that the com-
mand is beyond the scope of the game.
Novice's corner.
If you've never played a text adventure before, you
may find Mr. Scratch a bit confusing at first. You'll
see the message You can't do that! at times when it
seems completely illogical. For instance, why can't
you OPEN BAG? It's right there in plain sight!
It's important to realize that the game will respond
only to those commands it's been programmed to ac-
cept. There's no computer in the galaxy big enough
to hold all the possible replies to all the possible com-
mands (and you sure wouldn't want to type a pro-
gram that big) . Sometimes, rewording your command
ST-LOG
APRIL 1986 / PAGE 59ST
//
Mr. Scratch continued
will yield a result. How about GET BAG instead?
Draw a map. That's the only way you can keep
track of your location. The most common mapping
technique for adventures is to represent each room
(every location is a room, even if it's outside) by a
small box. You then write the room's name, as well
as any item found, inside the box.
Each possible exit is indicated on your map by a
small line leading toward the next room. When you
enter a new room, be sure to take note of all exits.
It's imperative that you try each one. Otherwise,
you're likely to miss something important.
To start your adventure, try each available exit and
note any items found. When you can go no farther,
stop and think about everything you've discovered.
What should you do with the letter? Is the red pen
significant in some way? How about the wallet? Is
it important? When you solve a puzzle, repeat the
process — moving from room to room, gather items
and information until you get stuck again. Eventu-
ally, you'll find your way to the game's solution.
Before signing off, I'd like to thank our new ST
man, Doug Weir, for the machine language subrou-
tines that allow the mouse to be turned off and on.
You BASIC programmers will find these routines use-
ful in your own work, I'm sure.
Mr. Scratch hints.
To use the following hints, type the command
HELP at any time during play. Find the question that
relates to your problem, then type in the first encrypt-
ed hint beneath it. Each line is a separate hint, and
some questions have several hints. After you decode
the first, try to solve the puzzle on your own. If you're
still stuck, then decode the next hint.
Above all, don't even glance at the hints until you
really need help. The questions aren't encrypted, and
could give away many of the game's surprises. H
How do I open the jewelry box?
UIFSF!JT!0P!LFZ
ZPU!OFFE!B!UPPM
PGFO!UIF!UPPM!CPY
VTF ! UIF ! TD5FXES JWFS
U0TD5FX ! UIF ! I JOHFT
How can I ride the bus?
F0UF5!JU
ZPU!IBHF!UP!QBZ
UBML ! UP ! UIF ! ES JHFS
H JHF ! 5 JHIU ! OVHCFS ! PG ! UPLFOT
How do I use the terminal?
FYBHJOF!JU
QUTI!UIF!CVUUPO
ZPU!OFFE! UIF! CPPL
F0UF5 ! UIF ! DPEF ! G5PH ! UIF ! CPPL
How do I get into the house?
HP1EPPS
IPX ! E JE ! ZPV ! MJLF ! KB JMO
USZ!LOPDLJOH
How do I get the jar?
UBML!UP!UIF!MBEZ
MPPL! JO!UIF!CBH
H JHF ! IF5 ! UIF ! DPPL JFT
How do I get the bicycle?
HBLF!UIF!EPH!IBGQZ
H JHF ! I JH ! TPNFUI JOH ! UP ! FBU
G JOE ! UIF ! IBHCUSHFS
JO!UIF!HBSCBHF!DBO
How do I go somewhere on the bike?
SJEFIJU
XIFO ! JO ! B ! DF5UB JO ! OMBDF
PO ! EPXO JOHHJMMF ! TU5FFU
What about the wino?
IF »IBT! TPNFUI JOH
HFU! UIF! CPUUMF
How can I keep the bottle?
HBLF ! UIF ! X JOP ! VOBXBSFT
H JHF ! I JH ! B ! TMFFQ JOH ! JMM
QVU ! JU ! JO ! UIF ! CPUUMF
H JHF ! UIF ! CPUUMF ! CBDL
What about the church?
MPPL !BU! UIF !GPOU
HFU!TPHF!XBUF5
JO "UIF! CPUUMF
What about the priest?
UBML! UP! UN
NBLF!B!EP06UJP0
UBML!UP!IJN!BHBJO
H JHF ! UN ! UIF ■ CPUUMF ! BOE ! XBUF5
How can I find Scratch?
5FBE!UIF!MFUUF5
UTF ! UIF ! TUSFFUOBHF
G JOE ! UIF ! DPEF ! JO ! UIF ! CPPL
F0UF5 ! DPEF ! JOUP ! UIF ! UF5N JOBM
How can I defeat Scratch?
ZPU ! HUTU ! IBHF ! XBUFS
JU ! IBT ! UP ! CF ! IPMZ ! XBUFS
UIF ! 05 JFTU ! X JMM ! CMFTT ! JU
IBHF ! UP ! HFU ! 5 JE ! PG ! UIF ! X JOF
Listing 1.
ST BASIC listing.
iO STARTifUllW 2:clearw 2:nr=24:ni=31:
nv=27:option base l:goto INITIALIZE
30 CASE: "change from lower to upper ca
se
40 for x=l to len CcnS) :bS=»id5 (chS ,x ,i
]
50 if bS^'a" and bS<="z" then MidSfcM
S , x , 13 =c hr$ Case CbSJ -32 J
60 next: return
70 TRANS: "print translated text
80 gotoxy 5,7:color 2
90 for x=I to lenfaSJiif nid$ta5,x„l)=
"-" then HidSfaS,x,i3="! ,, :goto 100
PAGE 60ST/ APRIL 1986
ST-LOG
95 MidS taS,x,13=chrSfasc lnid$ta$ , x P !3 J
-1)
108 next:? a$ :aS=""; return
llu RENEW; "update screen
120 color 1: gosub DESCRIPTION :gosub ME
CT0R5: gosub ITEMS: gosub INVENTORY :retu
rn
130 DESCRIPTION: 'print roon nane
140 gotoxy 9,2:? spaces (253 : gotoxy 9,2
: aS=root*S (rooM-43 : gosub 90 : return
150 VECTORS: 'display exits
160 gotoxy 9,4:? spaceS(153
170 for x=0 to 5: vector (x+13=vecs((roo
M-43*6-5+x3 :next
180 dr=0: gotoxy 9,4
190 for x=l to 6: if vectortxJ>0 then ?
HidS(singlesS,x,13 ;"' ";;dr=l
200 next: if dr=o then ? "None";
210 return
220 ITEMS: "display visible items
230 color l:for x=ll to l5:gotoxy 4,x:
? spaceS(143 :next
240 it=0:y=ll: for z=l to ni
250 if abs(iloc (z33=rooM then gotoxy 4
, y : a5=iten5 (z3 : gosub 90 : it=l : y=y+l
260 next: if it=0 then gotoxy 4,11:? "N
othing"
270 return
288 INVENTORY: "display inventory items
298 for x=ll to 15:gotoxy 19, x:? space
S(143 :next
388 i=0:y=ll:for z=l to 5
310 if invfz)<>0 then gotoxy 19, y:
tei«S(inv(z3 3 :gosub 90:i=l:y=y+l
320 next:if i=0 then gotoxy 19,11:?
othing"
330 return
348 PARSER: 'get connand
350 if len(a$3>0 then gosub TRANS
360 on error goto 2870
370 if drgcnt>0 and toom<>24 then
nt=drgcnt+l: if drgcnt>10 then iloc (133
=0: iloc (283=-24:drgcnt=8
380 color 1:? chrS(73 :gotoxy 2,8: input
cmS: gosub CASE
398 gotoxy 4,8:? spaceS(313 :gotoxy 5,6
:? spaceS t30) :gotoxy 5.6:? cmS
40O gotoxy 5,7:? spaces (303 :gotoxy 5,7
:color 2
405 if c«S="0UIT"
:color l:end
410 if chS="HELP" then aS="Uzqf ! jo!ui f
! fodszqufe! i jou" : h=l : goto PARSER
420 if h=i then h=o:aS=cHS:goto parser
430 if len(cnS3=l then 500
440 x=instrCc»5,
H?":goto PARSER
450 verbS=leftS(CM$,33 :nounS=MidS(cwS ,
x+1,33
460 v=instr (vtabS, verbSS
:aS=i
drgc
then gosub LIVEMOUSE
'3 :if x<3 then ? "HU
if v=79 then
v=6
465
488
478
if v>8 then v=tr tint fv/3) +1) : goto
•Don't understand that verb!":go
to PARSER
480 n=instr (ntabS,nounS)
=inttn/3J+l:goto 500
490 if roon<>14 or v<>8 then ?
if n>0 then
■Don't
understand that noun!":goto PARSER
50O turn=turn+l : i f int tturn/lOJ Oturn/
10 then 510
505 ilOC (93=0*(ilOC(93 <8J+ll*CilOC (93 =
83: if rooM=ll then gosub ITEMS
506 if ilOC(93=-ll then bU5=bUS+i : i f b
us>2 then bus=l
510 if roo«=15 then scr=scr+l:if scr=3
then aS="IF ! UISPKT « I JT ! JUDIGP5L=" : go
to DEAD
520 if roonOlS then scr=0
530 color 2:gotoxy 5,7
540 if bturn>0 then bturn=bturn+l: if b
turn=5 then bturn=0:rooM=ll : iloc (93=0:
gosub RENEW : aS="'Zpv ! h f u ! uptt f e ! pgg ! u i f
?cvt":goto PARSER
558 if lentCHS)=l then goto ONELETTER
568 on V goto 656,808,970,1200,1250,14
30,1466,1510,1610,1640,1720,1740,1788,
1840,1888,1968,2058
570 ONELETTER: "single letter commands
588 v=instr tsinglesS,CMS3 :if v=8 then
? "WHAT?":gotO PARSER
590 if roon=24 and iloc(133=-24 and il
OC(143=-l then aS="UIF!HJOP!BUUBDLT!ZP
V=":goto DEAD
610 if vector(v3=e then ? "You can't g
that way!":goto PARSER
620 ? "Okay" ; roon=vector (v3 ; gosub RENE
M:goto PARSER
650 color 2
660 if rooM=25 and wt=0 and iloc (143=-
1 and n=39 then wt=l:a$="Zpv ?g jMM'uif !
cpuunf";goto PARSER
670 if n=8 and op3=l and (iloc(4J=0 or
iloc(43=-13 then 728
688 if n=7 and opl=l and iloc(n3=0 and
rooM=12 then 728
685 if n=2 and op=l and iloc(n3=6 and
ilOC(13=-l then 720
690 if n=l4 and iloc (143=0 and roon=24
then 720
695 if n=26 and iloc(n3=6 and roon=24
then 720
697 if n=27 and iloc(n3=0 and iloc 153=
-1 then 720
700 if n=29 and iloc(193=-l then 720
705 if (ilOC (303=roOM or ilOC(303=-13
and n=23 and iloc(n3=e then 720
787 if n>ni then goto CANT
710 if iloc(n3<-4 then ? "You can't ge
t that!":goto PARSER
715 if absCiloc (n33 OrooH then ? "It's
not here!":goto PARSER
720 if ilocCn3=-l then ? "You already
have it'": goto PARSER
730 i=0:for x=l to 5: if inv(x3=0 then
i=x
740 next:if i=0 then ? "You can't carr
y anymore !":goto PARSER
750 if rooM=27 and n=19 and iloc(183=-
rooM then aS="TIF !TBH !ZPV=!KBJM!!UJNF="
:goto DEAD
768 if rooM=28 and iloc C283=-roo« then
aS="UIF!EPH!DIFXT!ZPV!V0=":gotO DEAD
778 ? "8kay"; iloc (n3=-l; inv(i3=n:color
1
780 gosub ITEMS: gosub INVENTORY: goto P
ARSER
880 color 2
818 if n<33 or n>34 then 858
828 pay=n-32:if pay>tok then aS="Zpv.'e
POfu! ibwf » fopvhi":gotO PARSER
830 tok=tok-pay : if tok>0 then 835
831 for x=l to 5: if inv(x3=8 then inv(
x3=8
832 next: iloc (83 =0: gosub lTEMS:gosub I
NVEHTORY
835 if pay<bus then bturn=4:goto 540
840 aS="PlbZ-!uif !CVt«MfbWft":bXit=bUS
(bus] :bturn=fl:goto PARSER
858 if iloc(n3<>-l then ? "You don't h
ave it?":goto PARSER
860 for x=l to 5:if inv(x3=n then i=x
878 next : i f roon=27 and n=23 then bS="
CPi=! J(MM»hfu!b!qMbUf=(": ilOC (233=8: il
oc 1183=8: inv(i3=8:goto 958
888 if rooM=28 and n=26 then b5="Uif!e
ST-LOG
APRIL 1986 / PAGE 61ST
//
Mr. Scratch continued
ph!hpcc«ft! julvq": iloc Cn)=-4: iloc (24) =
-roow:iloc(20)=0: inu( i J =8: goto 958
838 if n=29 and iloc (14) =-1 then drg=i
:bS="/// joluif !cpuunf* ': iloc CnJ=8: invCi
) =8; goto 358
988 if roOM=24 and iloc (13) =-24 and dr
g=l and n-14 then drgcnt=l: iloc (I4)=fl:
inv(i)=8:color i:b$="Uif !x jop!ubift! ju
!cbdl":goto 958
918 if roo«=25 and n=27 then iloc(n)=-
4 : i nv ( i) =0 : bS="/// jo ! u i f « e jt i " : goto 95
8
928 if rooH=25 and bl=8 and n=14 and w
t=l and wn=l then aS="Uif »qs jftu!ci*ftt
ft»uif !xbufs":bl=l:goto PARSER
925 cnt=G:for x=l to ni:if abs(iloc(x)
)=rooH then cnt=cnt+l
926 next: if cnt=5 then ? "Ho wore rooN
here!": goto PARSER
938 inv(i)=0: iloc (n)=rooM:? "0kay":col
or 1
948 gosub ITEMS :gosub INVENTORY: goto P
ARSER
958 color 1: gosub ITEMS: gosub INVENTOR
Y:aS=b$: gotoxy 5, 7: goto PARSER
978 if n>ni then 1188
998 if n=l and iloc(n)=-l and op=l and
iloc(2)=8 then a$="Uifsf (t !b!Mfuufs! j
otjef":goto PARSER
1888 if rooM=7 and n=4 and op2=8 then
aS="Ui f ! h je ! jt ! Hpdl f e- ! i joh f e" : goto PA
RSER
1818 if rooH=12 and n=8 and opl=I and
iloc(?)=8 then a$="Ui fsf (t!b!tdsfxes jw
fS":gotO PARSER
1828 if n=4 and (ilocCn)=-I or iloc(n3
=roow) and op3=l and iloc 483 =8 then aS
="Uifsf Csf !uplfot! jo! ju":goto PARSER
1838 if n<>9 or iloc (n) O-rooM then 18
65
1848 a$="Ju(t!hp joh!up!":on bus goto 1
850,1868
1858 aS=a$+"EPX0U8EFS":goto PARSER
1868 aS=a$+"EPX0J0HHJHMF";gotO PARSER
1865 if n=8 and iloc(8)=-I then ? "You
have ";tok;" of then": goto PARSER
1878 if roow=14 and n=ll then aS="Uifs
f (t!b!cvuupo!po! ju":goto PARSER
1880 if roon=26 and n=17 then a$="CFXB
5F!PG!EPH":gotO PARSER
1090 if roan=24 and n=25 and iloc (263=
8 then aS="Uifsf «t!bo!pMe! ibncvshfs! jo
• ju":goto PARSER
1188 if n=5 and iloc(n)=-l and ilocf27
3=8 then a$="Uifsf (t!b!epMMbs! jo! ju":g
Oto PARSER
I110 if rooH=25 and n=I6 then a$="If!i
bt ? b ! dpHHf du jpo ! e jt i" : goto PARSER
1120 if roon=25 and n=15 then aS="Uifs
f Ct!xbufs! jo! ju":goto PARSER
113© if rooH=24 and (n=13 or n=283 and
iloc (143=8 then a$="If Ct !hpu!b!cpuunf
":goto PARSER
1148 if n=19 and iloc(n3=-l then aS="U
ifsf Ct!tnf fq joh'q jNMt! jo ! ju"':goto PARS
ER
1158 if n=14 and iloc(n3=-I and wn=8 t
hen aS="Uifsf (t!xjof ! jo! ju":goto PARSE
R
1160 if n=38 and iloc(n3=-l and iloc (2
33=0 then aS="Uifsf ct'dppl jft! jo! ju":g
OtO PARSER
1170 if n=3 and iloc(n3=-l then a$="Ui
f ! u ju«f ! jt ; ! TUSFFU ! DPEFT" : goto parser
1172 if roon=15 and n=I2 then a$="XPX=
! Ipsot ! boe ! f wfszui joh=" : goto PARSER
1188 ? "You see nothing spec ial":goto
PARSER
1280 if n=l and iloc In) =-1 and op=0 th
en a$="Zpv!s jq! ju!pqfo":op=l:goto PARS
ER
1210 if rooi*=12 and n=6 and opl=6 then
? "Okay" :opl=l: goto PARSER
1228 if n=4 and (iloc(n3=-l or iloc(n)
=rooi%3 and op2=l then aS="Pqfo joh///":
op3=l:gotO PARSER
1238 if n=4 and (iloc(n3=-l or iloc(n)
=roo«3 then a$="Zpu!epo(u! ibwf !uif ! lfz
":goto PARSER
1235 goto CANT
1258 if n<>2 or ilocCn)<>-l then 1488
1268 clearw 2:gotoxy l7,8:aS="777!G jsf
gbHn!Dpvsu":gosub 98
1278 gotoxy l7,l:aS="Epxovoefs-!8K!435
76" : gosub 98
1288 gotoxy 17,2:a$="Kvof !23-!2:97":go
sub 98
1298 a$="Efbs!of jhicps-":gosub 98:?:aS
=" JNBH J0F= ! Bozui joh ! ZPV ! e f t js f ! dbo ! C f "
: gosub 98
1388 a$="ZPVSt ?X jui jo ! 35 ! ipvst= ! Uibu (t
■s jhiu=":gosub 98
1318 a$="P8MZ ! 35 ! IPVST= ! Npo f Z- ! Mpwf- ! b
!ofx": gosub 98
1328 aS="dbSffs/! ! Bozui joh ! bu ! bMM/!DbO
!zpv": gosub 98
1338 a5="usgtu ! VtG ! I f Z- ! X f (Wf ! C f f O ! nbl
joh": gosub 98
1348 aS="hSfbu!efb«t!gps!dfOUVSjft/!Up
!ublf":gosub 90
1350 a$="bewboubhf !pg!ui jt!gbOUbtu jd!p
ggfs-": gosub 90
1360 a$="kvtu!t jho!po!ui f '.epuufe! H jof !
)SFE! jol":gosub 90
1370 aS="poi*z-!qHfbtf*/": gosub 98:?:aS
="NS/!TdSbUdi": gosub 98
1388 color l:gotoxy 18,17:? "Press RET
URN";:input a5: gosub SCREEN:gosub RENE
H
1398 goto PARSER
1488 if rooM=26 and n=17 then a$="CFXB
SF!P6!EPH":gotO PARSER
1418 if n=3 and iloc(n3=-l then a$="Vt
f; !GJ0E!tusffu!obnf":goto PARSER
1430 if n=2 and iloc(n3=-l and iloc(3l
3=-l then a$="Zpv(wf !usbefe!bxbz!zpvs!
tpuw=":goto DEAD
1440 goto CANT
1460 if CilOC(4X>-l and iloct4)OrooH
) or iIoc(73<>-l or n<>32 or op2=l the
n goto cant
1470 a$="///Utjoh!uif !tdsfxesjwfs":op2
=l:goto PARSER
151© if rooM=ll and n=9 and iloc(93=-r
oom then roon=13:bturn=l: gosub RENEW: a
S="Plbz":goto PARSER
1520 if rooM<>14 or but=8 then 1588
1538 but=0:if n=36 then roo«=15:goto 1
570
1540 if n=37 then rooM=16:goto 1578
1550 if n=38 then rooH=3:goto 1578
1555 if n=45 then room=14:goto 1570
1560 aS="0pui joh! ibqqfot": goto PARSER
1570 gosub RENEW:a$="upppggggg=":goto
PARSER
1580 if roon=26 and n=22 then a$="ZPVt
5F!UISPX8!JQ!KBJM=":gotQ DEAD
1590 goto CANT
1618 if roo«=13 and n=9 then roon=bxit
:? "Okay": gosub RENEW: goto PARSER
1620 goto CANT
1640 if nOlfl or roon<>13 then 1680
1650 aS="fGbsf ! jt!":on bus goto 1660,1
670
PAGE 62ST/ APRIL 1986
ST-LOG
1668 a$=a$+"2!uplfO(":gotO PARSER
1670 aS=a$+"3!uplfott":goto PARSER
1680 if rooi*=24 and n=13 and iloc (133=
-24 then aS="lf !cvsqt!boe!tnjnft":goto
PARSER
1658 if roon=27 and n=18 and ilocln3=-
27 then a$="«Ipx!bcpvu!b!tobdie t":goto
PARSER
1695 if roon=25 and n=16 and ilocC273<
>-4 then aS="'CDibs juz! jt'hppeigpslui f !
tpvnC":gotO PARSER
1697 if roon=25 and n=16 then aS="<Ipx
!nbz!J!ifnq!zpvQt":gotO PARSER
1708 goto CANT
1728 if toom=14 and n=35 then aS="B!wp
jdf !tbzt; ! CFoufs!Dpef f":but=l:goto PAR
SER
1738 goto CANT
1748 if roon=26 and n=22 and ilocC183 =
8 then roon=27:gosub RENEW : aS="Epps ! jt
!pqfo/!Zpv!tufq! jot jef " : gotoxy 5, 7: got
O PARSER
1758 if rooH=26 and n=22 then roon=27:
gosub RENEW: a$="B ! Hbez ! Mf ut ! zpv ! jo" : go
toxy 5, 7: goto PARSER
1768 goto CANT
1788 if n<>13 or iloc {14)0-1 or wn=l
then 1818
1798 if roon=24 and ilocC133=-24 then
a$="UIF ! X JOP ! BUUBDLT ! ZPV=" : goto DEAD
1888 wn=l : wt=8 : a$="Zpv ! qpvs ! pvu ! u i f ! x j
of':goto PARSER
1818 if roon=15 and ilocC143=-l and bl
=1 and n=39 then aS="IF!NFMUT!BXBZ!UP!
0PUIJ0H":gotO WINNER
1828 if roon=15 and iloct!4)=-l and n=
39 then a$="IF!UT5PXT!B!QJUDIGPSL=":go
to DEAD
1838 goto CANT
1848 if rooH<l6 or poom>24 and n=21 an
d iloc(n3=-l then aS="Xif f f f f f f f="sgot
O PARSER
1850 if roon>l5 and roon<25 and n=21 a
nd ilocCn3=-l then roon=9: gosub RENEW:
a$="Pgg! zpv !hp=": goto PARSER
1868 goto CANT
1880 if n<>40 then goto CANT
1898 ? "Saving. . .":open "0",ttl,"SCRATC
H.DAT"
1988 for x=l to ni:write ttl, iloc (x3 :ne
xt
1918 for x=l to 5:write til, inv(x) :next
1920 write ttl,roon,op,opl,op2,op3,turn
,bturn,bus,tok,bxit,but
1930 write ttl,drg,drgcnt, wat,bl , wn,scr
:goto 2020
i960 if n<>40 then goto CANT
1970 on error goto 2830:? "Loading..."
:open "I",»l, "SCRATCH. DAT"
1988 for x=l to ni:input ttl, iloc Cx3 :ne
xt
1998 for x=l to 5: input ttl, invtx) : next
2888 input tti,roon,op,opl,op2,op3,turn
, bturn, bus , tok , bx i t , but
2810 input ttl,drg,drgcnt,wat,bl,wn,scr
.-gosub RENEW
2828 close.-gotoxy 5,7:color 2:? "Done!
":gotO PARSER
2830 a$="OP!HBNF!TBWFE=":resune PARSER
2050 if n<41 or n>44 or ilOCC3)<>-l th
en goto CANT
2868 aS="Uif idpef ! jt; !":if n=4l then a
S=a$+"GBM"
2870 if n=42 then aS=aS+"BJ8"
2880 if n-43 then a$=a$+"WJM"
2885 if n=44 then a$=a$+"UP0"
2090 goto PARSER
2100 CANT:? "You can't do that!":goto
PARSER
2110 DEAD:'Player blew it!
2120 clearw 2:gotoxy l8-lenCa$3/2,5:go
sub 90
2130 gotoxy 6,8:? "This adventure is o
ver ! "
2148 gotoxy 6,12:? "You lasted ";turn;
" turns"
2158 color l:gotoxy 8,17:? "Play again
"; : input a$
2168 if leftSCa5,l)="Y" or leftS(a$,13
="y" then gosub LIUEM8U5E:goto 2248
2170 if leftSCaS,15="N" or leftSCaS,!)
="fl" then gosub LIUEM0USE:end
2188 goto 2158
2190 WINNER: 'Mission conpleted!
2200 clearw 2:gotoxy l8-lenta$3/2,5:go
sub 98
2210 gotoxy 12,8:? "YOU WIN! !":gotoxy
6,12:? "It took you ";turn;" turns": go
to 2150
2220 INITIALIZE:' set up gane
2230 if peektsystab)=l then gotoxy 10,
18:? "You nust have a color Monitor!":
for x=l to 5OO0: next: end
2235 din vector <63 ,vecsCnr#63 , iten$(ni
) , inv 153 , rooH$ (nr3 , i loc fni+123 , tr (nv3
2236 din vXC43,nlJU583 :av=varptrCvXC13
) :strt=varptrCHiy.ci3 3
2237 din bUS(23: bus (1) =14 : bus {23 =16
2248 poke contrl,32:poke contrl+2,0:po
ke contrl+6,l:poke intin,2: vdisys(l)
2250 restore 2360:fullw 2:clearw 2: if
peekCsystab3=2 then linef 302, 8,382, 16
8
2268 color 2,l:fill 158,88
2270 efrl6: gosub TEXTEFFECT : gotoxy 5,5
:? "M I S T E R SCRATCH"
2288 ef=4:gosub TEXTEFFECT:color 3:got
oxy 9,7:? " A Devilish Tale"
2298 ef=l:gosub TEXTEFFECT:color 4: if
peek(systab3=2 then color 2
2300 gotoxy 15,9:? "by"
2310 gotoxy 10,10:? "Clayton Walnun":e
f=0: gosub TEXTEFFECT
2340 for x=l to 5: inv {x3=0: next: inv CIS
=5: inv (2) =31
2350 for x=l to nr#6:read vecs(x3:next
2360 data 6,7,8,8,8,12,8,5,0,0,0,0,5,0
,0,0,0,0,9,10,0,5,0,0
2370 data 0,8,8,8,8,8,8,11,8,8,8,6,18,
8,8,6,6,8,6,8,8,8,5,8
2388 data 8,8,0,0,0,0,14,14,14,14,14,1
4,0,0,0,0,0,8,22,17,22,16,6,0
2390 data 16,18,24,8,8,0,17,19,25,0,0,
0,18,28,26,8,8,0,19,21,0,0,0,0
2400 data 20,22,22,21,0,0,23,21,21,22,
0,0,22,23,23,24,0,0,0,0,23,17,0,0
2410 data 0,0,8,18,8,8,8,8,8,19,8,8,6,
8,28,26,8,8,8,8,8,27,8,8
2420 for x=l to ni:read iten$(x) , iloc C
x) :next
2430 data Fowfnpqf ,5,MfuufS,0,Cppl,6,K
f x f nsz ! cpy , 7 , Xbnnf u , -1 , Uppn! 1 ju, -12
2448 data Tdsfxes jwfs,0,Uplfot,0,Cvt,-
ll,Es jwf 5,-13, Ufsnjobn, -14
2456 data NS/TdSbUdi,-15,Xjop,-24,Cpuu
Hf ,0,GPOU,-25,US jftU,-25
2460 data Tjho,-26,Mbez,-27,Kbs!pg!qjn
nt , 27 , Tobsn joh ! eph , -28 , C jdzdnf , 28
2476 data Gspou!epps,-26,Dppl jft,8,Ibq
qz ! eph , 8 , HbSCbh f ! dbo , -24 , Ibnc VSh f S ,
2488 data Epnnbs,o,Tnf fq joh!x jop,0,Rjn
n,0,TipqqjOh!Cbh,5,Sfe!qfO,-l
2490 VtabS="GETTAKDR0GIVL00EXA0PEREA5I
GUNSREHGO ENTEXILEATALSPEPRE"
ST-LOG
APRIL 1986 / PAGE 63ST
//
Mr. Scratch continued
2580 vtabS=VtabS+"PUSKN0P0UEMPRID5AVL0
AFIHPAY"
2510 for x=l to nv:read tr(x>:next
2520 data 1,1,2,2,3,3,4,5,6,7,7,8,8,9,
9,10,10,11,11,12,13,13,14,15,16,17,18
2538 for x=i to 11: read roonStxJ :next
254© for x=12 to 19:roo«S{x3="Po!Epxo j
ohwjHHf ITU/": next
2550 for x=20 to nr:read roonSCx) :next
2560 data Jo!zpvs!Mjwjoh!sppn, Jolzpvs !
e f o , Jo ! zpvs ! c f esppn , Po ! Nb jo I Tus f f u
2570 data Po'Nb jo!Tusf fu,Po !Hb jolTusf f
U,Bu!uif !cvt!tupq, Joluif 'dfMMbS
2588 data Po!b!cvt,Po'Ipuufsupo!Tusf fu
, Jo«b!sfe!pgg jdf
2598 data Jo!bO«bMHfZ, Jo!b!diVSdi, Jo!t
pnfpof tt?gspou!zbse
2600 data Jo!b!njwjoh!sppn, Joftpnfpof (
t !cbdl !zbse
2618 ntabS="ENULETB00B0XWALKIT5CRT0KBU
5&RITERMR.WINB0TF0HPRI5IGLADJARD0GBIC"
2620 ntabS=ntabS+"D00C00HAP6ARHAM!)0L5L
E PI LB AGP EH"
2630 ntabS=ntabS+'"HINOHETHOBUTFALVILAI
NWATGAMFIRMAIDOWHOTTOH"
2640 singles$="HSEHUl>"
2645 for i=0 to 96 step 2:read c:poke
strt+i ,c :next
2646 data &h3f3c ,.&h22,&h4e4e,&h548f ,&h
2a6 f , Sh6 , Sh2a55 , Kh2040 , &h41e8 , &hl8
2647 data &h2a90,*h2f3c,8,&h34,Sh2f3c,
8 , &h36 , *h3 f 3c , 8 , Sh3 f 3c , 8 , Sh4e4e
2648 data &hdf f C , 8, She , &h4e75 , Sh4e75,
,8,8,8, Ah2a6 f , &h6 , Sh2a55 , &h2 f 15
2649 data Sh2f3c ,8, &h5e,«h3f 3c ,&hl,&h3
f 3C , 8 , Sh4e4e , Shd f f C , 8 , She , Sh4e75 , Sh3 , 8
2658 ro©M=5 : op=0 : opl=0 : op2=0 : op3=8 : tur
n=8 :bturn=8;bus=l :tok=4 :bxit=ll;but=8
2668 drg=0 : drgc nt=8 : wat=8 : b 1 =8 : wn=0 : sc
r=8
2688 gosub SCREEN :gosub DEADM0U5E:gosu
b RENEH:gOtO PARSER
2698 screen: "draw display
2788 poke contrl ,32:poke contrl+2,0:po
ke contrl+6,l:poke intin,2: vdisys tli
2785 restore 2730:clearw 2:color 2,4,2
2718 read a,b,c,d:if a=-l then 2798
2728 linef a,b,c,d:goto 2718
2730 data 0,0,303,0,8,8,8,166,303,8,38
3,166,8,166,383,166
2748 data 92,8,92,18,218,8,218,18,18,1
8,293,18
2758 data 18,18,18,156,293,18,293,156,
ifl A56 2*93 JL56
2768 data 15,14,288,14,15,15,15,151,28
8,15,288,151,15,151,288,151
2778 data 15,32,288,32,15,58,288,58,15
,86,288,86,151,86,151,151
2788 data -1,-1,-1,-1
2798 fill 158,161:color 1,8,6, 1,1 : fi 1 1
150,5:fill 158,12
2795 if peek(systabj=2 then color 2
2888 gotoxy 11,8:? "MISTER 5CRATCH":co
lor 1
2810 gotoxy 2,2:? "PLACE:": gotoxy 2,4:
? "EXITS:"
2828 gotoxy 2,18:2 "YOU SEE:":gotoxy 1
7,18:2 "YOU HAVE:"
2838 return
2848 TEXTEFFECT: -set effects for text
2858 poke contrl, 186:poke contrl+2,8:p
oke contrl+6,1
2868 poke intin,ef:vdisysfl) .-return
2870 gotoxy 5,7:? "ERROR ";err;" AT LI
NE ";erl : resume PARSER
2888 DEADMOUSE: "get rid of the critter
2898 call strttavi : return
2988 LIWEM8U5E: "rodent reincarnation
2918 strtl=strt+62:call strtiCaw) :retu
rn
ST CHECKSUM DATA.
(see page 53STJ
18 data 923,456,515,728,32,373,655,181
,582,227,4584
118 data 148,119,332,858,798,181,582,3
45,924,54,4245
218 data 335,436,851,361,166,136,353,5
53,839,914,4944
318 data 484,198,343,121,14,739,561,85
5,36,685,3956
485 data 613,429,661,964,726,255,385,1
9,482,257,4631
490 data 748,166,257,695,868,326,745,4
91,786,786,5788
570 data 142,562,110,872,258,344,132,9
38,576,674,4688
898 data 671,472,674,223,84,432,251,39
5,333,216,3751
748 data 194,970,567,257,115,333,228,8
56,291,4,3815
832 data 336,737,378,133,522,411,664,4
54,63,848,4546
928 data 996,690,223,329,107,354,515,6
,159,403,3782
102O data 24,722,793,316,784,664,881,3
13,844,449,5798
1118 data 58,420,125,633,170,465,143,6
01,58,265,2938
1218 data 216,917,140,799,214,934,640,
425,723,778,5786
1310 data 256,35,188,828,753,717,492,2
79,75,317,3924
1418 data 469, 889, 796, 487, 2, 589,38, 51,
236,139,3688
1555 data 244,637,386,392,804,421,888,
918,129,285,4856
1678 data 522,281,989,242,281,801,987,
884,832,196,5855
1768 data 807,312,219,848,793,146,807,
108,578,810,5420
1888 data 332,527,91,959,73,980,333,90
8,85,981,5269
2800 data 76,632,28,919,26,85,178,239,
254,68,2585
2180 data 120,161,503,760,636,617,931,
171,568,191,4658
2200 data 584.195,658,186,322,243,120,
627,432,913,4128
2270 data 147,298,505,788,322,284,899,
729,698,449,5837
2390 data 624,913,996,702,497,229,893,
871,458,664,6847
2498 data 540,212,420,332,626,818,894,
983,249,193,5267
2590 data 369,468,844,442,481,810,478,
741,425,411,5389
2649 data 309,674,278,928,329,638,685,
953,252,624,5678
2740 data 584,231,550,358,92,325,288,4
86,884,864,4662
2838 data 466,981,645,789,666,46,392,8
79,423,5127
PAGE 64ST/ APRIL 1986
ST-LOG
TUTORIAL
v/
-MANSHIP
by Clayton Walnum
I hope you've been keeping up with your study-
ing, because this month we're going to get down to
some serious business. Looping structures are on our
agenda, as well as a bit more about functions. And,
just so we end up with something practical, the pro-
gram I've chosen incorporates a function that should
prove useful in the future — a sort routine.
First, I want to tie up some loose ends from last
month. You may have been wondering how you can
input strings of more than one word. The scanf()
function is pretty useless for this purpose, since, as
soon as you try to put a space between characters,
scanff) grabs whatever you typed and assigns it to
the first argument on its list.
We need a function that will ignore white space
characters, one that will accept every character we
enter until we tell it we're done. Of course, there is
just such a beast.
The gets() function allows the input of strings con-
taining white space characters. It terminates only
when it sees a newline. The format for getsf) is:
getsfstrj.
As you see, gets() requires one argument (in this
case, str), the address where the string is to be stored.
This will usually be a previously declared character
array, so supplying the function with the array name
passes the address (remember, an array name holds
the address of the first byte of the array) .
Why haven't we been using this neat little trick all
along? Think about the RETURN key on the ST. What
Part 3.
does it do for us? It provides a return character, right?
And what does gets() need to terminate input? All
of you mumbling "newline" get a gold star for the
day. The only way that I've found to get a newline
character out of the ST keyboard is with a CTRL-J.
Kind of a clumsy way to end input, don't you agree?
Later on, we'll design our own input routine, so
we won't be at the mercy of scanf() or gets(). But first,
we need to take a look at a couple of new ideas.
Onward.
It's typing time again. Type in Listing 1 and com-
pile it. If you have trouble, see the sidebar accom-
panying this article.
When you run the program, you'll be asked how
many numbers you wish to sort. Enter a number be-
tween 1 and 10, then press the SPACE BAR to ter-
minate your input. You'll be asked to enter each of
the numbers. When you're done, the numbers will
be sorted in ascending order and printed out. For
those of you who don't have your compilers yet, a
program run looks something like this:
How Many numbers? 5
Enter number l: 56
Enter number 2: 25
Enter number 3: 12
Enter number 4: 33
Enter number 5: 12
5ort complete!
12 12 25 56 33
Digging in.
Now let's take a good look at the program's innards.
Since this one's much longer than any of the others
we've done, you might want to number each line in
your listing so you can follow the explanation more
ST-LOG
APRIL 1986 / PAGE 65ST
// C-manship
continued
easily. I don't include blank lines when numbering;
skip over them.
Line 1 instructs the compiler to add the con-
tents of the stdio.h file to our program.
Line 2 defines the symbolic name MAX as 10.
This is the maximum number of values to sort.
Take a quick look at the listing. MAX is refer-
enced in three places. If we didn't use the de-
fine statement, we'd have to substitute the
number 10 for each occurrence of MAX. When
we wanted a different maximum, we'd have a lot
of changes to do. The #define allows a modifi-
cation by simply changing the value assigned to
MAX at the start of the program. See how handy
this is? Imagine how much time it would save
you if you were working on a thousand-line
program.
Line 3 is a function name.
Line 4 marks the beginning of the function.
Line 5 declares the variable num as type
integer.
Line 6 declares vol as an array of type integer.
Because we used the symbolic name MAX to
dimension its size, this array will contain 10 ele-
ments, through 9.
Line 7 declares the variable ch as type
character.
Line 8 gives us something new to discuss. Here
we're calling the function how_many() , which
starts at Line 14, and assigning the value it
returns to the variable num. This will be the
number of items we want to sort (not to be con-
fused with MAX, which is the maximum items).
Notice that this function call has the same for-
mat as another that we've used quite
frequently — ch = getcharQ . Function calls work
exactly the same, whether you're calling a library
routine like getchar() or a function of your own.
Line 9 calls another of our functions,
get nums(). Since this function doesn't return
a value, we aren't assigning its return to a varia-
ble. We simply call it by name, just like printf () .
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PAGE 66ST / APRIL 1986
ST-LOG
We do, however, have to pass arguments to the
function — num (the number of values we wish to
sort) and val (the array address where we're going
to store the values).
Line 10 calls the function that does the sort. It
doesn't return a value either, but still must be passed
the same arguments as get nums().
Line 11 calls the function that prints the sorted
numbers to the screen. It requires the same arguments
as the two previous functions.
Line 12 waits for you to press the BACKSPACE key.
This statement probably looks pretty alien to you. I'm
going to ask you to take it on faith for now. We'll talk
about "while" loops later on in this article.
Line 13 marks the end of the function.
The Golden Moment.
We've now stumbled upon the perfect time to dis-
cuss structured programming techniques.
Our function main (J is constructed so that anyone
can easily see what's going on. Each function call
performs a logical step in the sequence of actions that
must be completed to utilize the sort.
This type of construction matches the way people
think. When you're going to make a lunch of beans
and hot dogs, you don't consciously dwell over all
the details in each step. Your thoughts would run like
this: "First heat the beans, then boil the hot dogs and
put them in the buns."
But you have to remember details: what about tak-
ing the pans out of the drawer and placing them on
the stove? Don't forget, you've got to open the can
before you can get to the beans. And where did the
hot dogs come from? Did you open the refrigerator?
Who turned on the stove?
We don't worry about these minor details, because,
if we did, we'd get so confused we'd starve. A
programmer should think in this same structured
way. Projects that seem impossible when you're
mired in details become a snap when viewed from
a more general viewpoint. It's the old bit about the
forest and the trees.
It's this form of thinking that's the essence of struc-
tured programming. To get our sort routine working,
all we have to do is find out how many items there
will be, get the items, sort them, then print them out.
At this point, we're not concerned about how we're
going to do each of these steps. One thing at a time,
slow and easy.
When we have the general logic worked out, then
we can get into the details, taking each step and writ-
ing a function to accomplish it. In large programs,
this process becomes even more important. Using
structured techniques will make your job much eas-
ier and will result in very readable code.
Back to the program.
Line 14 is a function name. This is the func-
tion called from Line 8.
Line 15 marks the start of the function.
Line 16 declares the variable n as type integer.
Line 17 sets n equal to the value of MAX + 1,
or, in this case, 11.
Line 18 is the start of a "while" loop.
This type of loop will repeatedly perform a
statement or series of statements, as long as the
expression within the parentheses is true. Here
are some other examples:
while (X = 13
while (I > 2 S8 ch != 'e')
The second line is read: while z is greater than
2 and ch doesn't equal the letter e. C uses some
unusual character combinations for operators.
The double ampersand is the equivalent to BAS-
IC'S AND. The / = is the symbol for "not equal
to." It's the opposite of another operator we learn-
ed a while back, = = . Remember the difference
between = = and =?
We're using a while loop here to insure the in-
put of a value no larger than MAX. Looking back,
Line 17 initializes the variable we're using in the
conditional expression to a value greater than
MAX. If we didn't do this, we might not get a
chance to enter our number. Whatever was in n
would be used to evaluate the conditional ex-
pression.
If it was less than MAX, the loop would be
skipped and whatever value n happened to con-
tain would be passed to the program. If you don't
initialize your variables, they'll contain whatever
value happened to be in the address they were
assigned.
Line 19 marks the beginning of the statements
within the while loop. Whenever a loop will con-
tain more than one statement, the start and end
are marked with the left and right brace, just like
a function. The braces are not necessary if a loop
contains only one statement. Here's an example
of a single statement while loop:
while (x < 53
x = x + 1;
Line 20 prints a prompt.
Line 21 accepts a number from the keyboard
and assigns it to n.
Line 22 prints a blank line.
Line 23 marks the end of the loop. At this
ST-LOG
APRIL 1986 /PAGE 67ST
// C-manship
continued
point, the value of n is checked, and, if it's greater
than MAX, the loop repeats. This will continue
until the user enters a number less than MAX.
Notice the indenting of the statements that
make up the loop. This isn't required, but makes
your programs much more readable, by clearly
delineating the body of the loop.
Line 24 introduces you to the "return" state-
ment. Whenever a return is encountered, con-
trol is passed back to the calling function, along
with the value in parentheses. The return may
be anywhere within the function. If you don't
want to pass a value, delete the parentheses. In
this case, we're sending the value n back to
main[), where it will be stored in the variable
num.
The variable n in how many() is a local vari-
able. It's created when the function is called and
destroyed when control is passed back to the
calling function. It has no relationship with other
variables in the program (except maybe num,
which will get only its value). You could even
have another n, without conflict, elsewhere in
your program.
Arguments in C are passed "by value" rather
than "by reference." This means only the value
contained in the variable is passed, not its ad-
dress. The original values are safe from change.
If you want access to a variable that's been passed
to a function, you must pass the address with
a "pointer." We'll get into pointers a little later on.
Line 25 marks the end of the function.
Line 26 is a function name. This function is
called by Line 9. Notice something a little differ-
ent here? There're two variables enclosed in the
parentheses, which means two arguments are be-
ing passed from the calling function. The argu-
ment's values will be stored in n and v, and are
passed between the functions in the same order
in which they appear in the function call. That
is, n receives the value of num, and v receives
the value of val.
Line 27 tells get nums() how it should inter-
pret the data in n, an integer. All arguments
within the function name's parentheses must be
defined, and you must do so before the begin-
ning brace.
Line 28 tells the function that v is an integer
array. We're not dimensioning the size of v, since
it's really the same array we dimensioned in Line
6 (val[]). How can that be? Aren't arguments in
C are passed by value, not address? So how can
v[] be the same array as valfj? Why am I asking all
these silly questions?
I'll tell you why. Because I'll bet you forgot that
an array name is an address. The contents of val are
being passed as I described previously, but its value
is the address of the array's first byte. What does this
mean to us? It means that we're very definitely go-
ing to be monkeying with the contents of the origi-
nal array. It's not safely protected from our clumsy
fingers like num is.
Line 29 marks the start of the function.
Line 30 declares some local variables. These vari-
ables exist only in the function. They're forgotten the
second we exit.
Line 31 gives you a look at a new looping tech-
nique. The "for" loop in C is very similar to the
"FOR . . . NEXT" loop in BASIC. Its syntax is the
word for followed by three expressions, within
parentheses, which define the limits of the loop.
The three expressions are separated by semi-
colons.
The first expression initializes the loop vari-
able. Here, we're setting X to 0. The second ex-
pression is the condition that controls the loop.
As long as the condition yields a true result, the
loop will continue executing. The third expres-
sion is the loop's step value or reinitialization.
Line 31 in BASIC would look like this:
FOR X=8 TO H-l 5TEP i
Of course, in BASIC we don't need the STEP
1, since it's assumed. I just included it for pur-
poses of clarity.
What do you think of that + + x in Line 31?
Got any ideas? This is essentially the same as
BASIC'S X = X + 1. As a matter of fact, you can
use the latter construction in C, as well. The + +
is an increment operator. There is also a decre-
ment operator, — . These operators may be placed
before or after the variable; however, there's a sub-
tle difference. The expression + +x increments
x before the value is used. The expression x+ +
increments x after the value is used. For exam-
ple, let's say that x starts with a value of 1. Then,
z = + + x will yield a result of 2 , whereas z =
x+ + yields a result of 1.
Line 32 marks the start of the loop.
Line 33 asks for the input of a number. The
prompt uses the value of x to tell us the number
of the value we're entering.
Line 34 gets the number and stores it in the
variable num. Note that this variable has noth-
PAGE 68ST/ APRIL 1986
ST- LOG
ing whatever to do with the variable num
declared in main().
Line 35 places the number into the array's next
element. In C, arrays are indexed as in BASIC.
In our first pass through the loop, x has a value
of 0. Therefore, the first element of the array (in
the context of our function, the first element is
v[0], but this is really our original array, val[0])
gets the first number input. As x gets increment-
ed, each consecutive element of the array is filled
with its appropriate value.
Line 36 moves the cursor to the next line.
Line 37 marks the end of the loop.
At this point, x is incremented, and the con-
trol statement is evaluated. If the result is true,
then another iteration of the loop is performed.
This continues until the loop's condition evalu-
ates to false.
Line 38 passes control back to main(). There
are no parentheses in the return statement be-
cause we aren't sending a value back.
Line 39 marks the end of the function.
Line 40 is a function name. This function is
called from Line 10. The same arguments are be-
ing passed as in the previous function.
Line 41 defines the first argument as integer.
Line 42 defines the second argument as an in-
teger array.
Line 43 marks the beginning of the function.
Line 44 defines some variables of type integer.
Line 45 initializes the variable used to evalu-
ate the conditional expression in the while loop.
This makes sure we enter the loop properly.
Line 46 starts the while loop.
Another break in the proceedings.
Before we get too far into this function, I should
give you a little background on the sort.
We're going to use a "bubble" sort, one of the sim-
plest (and slowest) . It works by comparing two values
and switching them if they're in the wrong order. The
next two values are then compared and, if necessary,
switched. This continues until the last value has been
compared. Then, if there were any switches, the loop
is repeated. Once the process finishes without a
switch, the sort is complete.
The sort gets its name by the way the highest values
"bubble" up to the top.
Back to it.
Line 47 marks the beginning of the loop.
Line 48 turns off the switch flag. If this varia-
ble retains the value of through the loop that
follows, then the sort is complete.
Line 49 sets up a "for" loop that will move
through the array, element by element.
Line 50 should be strangely familiar. This is
C's version of the IF. . .THEN statement. Its con-
struction is very similar to its BASIC counterpart.
There are two differences.
First, the expression that follows the if is al-
ways within parentheses. Second, don't include
the word then. The "if" statement body follows
the same rules as loops do. If you have more than
one statement, the entire block must be enclosed
in braces. A single statement may be placed af-
ter the if statement with no braces.
Our if statement compares an element of the
array with the next element up. If the first is larg-
er than the second, the statements contained in
the braces are executed (this is the switch). If
they're already in the proper order, the switch-
ing is skipped. The next iteration of the for loop
is then initiated.
Line 52 is the first step of the switch. The value
in v[x] is placed in "temp."
Line 53 places array element v[x + l] into v[x].
Line 54 places temp (originally v[x]) into
v[x + l], and the switch is complete.
Line 55 sets the switch flag to its true condi-
tion, so the loop will be performed again.
Line 56 marks the end of the if statement.
Line 57 marks the end of the while loop.
Line 58 returns control to main().
Line 59 marks the end of the function.
Line 60 is a function name.
Line 61 declares the first argument.
Line 62 declares the second argument.
Line 63 marks the beginning of the function.
Line 64 declares a variable.
Line 65 prints a message.
Line 66 initiates a loop to print the sorted ar-
ray values.
Line 67 prints the array values using the loop
variable as an index.
Line 68 prints a blank line.
Line 69 returns control to main().
Line 70 marks the end of the function.
Take a breath.
Boy, we covered a whole hunk of material this time
around. If you're still with me, pat yourself on the
back. You've learned most of the information you
need to write usable C programs. Next month, we'll
get a few new tidbits and have some fun. fl
(Listing starts on next page)
ST-LOG
APRIL 1986 / PAGE 69ST
// C-manship
continued
Listing 1.
C listing.
ttinclude <Stdio.h>
tide fine MAX 10
HainO
t
int nun;
int vallMAX] ;
char ch;
nun = how-HanyO :
get_nuH5(nuH, van;
sorttnuM, vail;
output tnun, wall;
while CCch s getcharO) != *\b'>
how_Many Cl
int n;
n = MAX +1;
while en > MAXJ
C
printf t"How Hany nuMbers? "J ;
scanf V'Kd", 8nJ;
printf t"\n\n"l i
return cnJ ;
get_nunsln, vJ
int n;
int vll ;
int x, nun;
for tx = a; x < n; *+xJ
printf C"Enter nunber Xd: ", x+l> j
scanf f'Xd", «iium) j
vlxl = nun;
printf C"Sn"J;
}
return;
sort(n,vl
int n;
int vll ;
int swtch, x, tenp;
swtch = l:
while f swtch == u
C
swtch = 8;
for ix = o; x < n - 1; *+xl
if I vlx] > vlx+ll 1
{
tewp = vlxl :
vlxl = vlx+ll j
vtx+i] - teMp;
swtch = 1;
}
return;
output In, vJ
int n;
int vll;
int x;
printf t"5ort complete !\n\n"J ;
for tx = 8; x <= n - 1; ++x>
printft "Xd ", vlxl J;
printf I"\n\n"J ;
return;
All the program listings in C-manship were written using the
ST Developers Kit from Atari. Many of you who've recently
received this package may be a little confused as to how to com-
pile and run the programs (I know I was). For those nodding
their heads in agreement, I've put together this quickie tutorial.
The first thing you must do is create the proper batch files
for both the compiler and linker. LOAD your text editor and type
the following exactly as it appears here:
cp68 XI. c SCI. i
c068 XI. 1 XI. 1 XI. 2 X1.3 -f
rm XI. i
cl68 XI. 1 XI. 2 XI. b
rm XI. 1
rm XI. 2
aB68 -f -1 -u XI. s
rm XI. s
wait. prg
When you're sure you've typed it correctly, SAVE it to your
compiler disk under the name CC.BAT.
Now clear the previous text from memory and type in this
batch file:
linkea [ul XI. 68k = gemBtart, XI, gemlib, libf „ osbind
relmod XI XI. toe
rm X1.G8K
wait
Check your typing well, then SAVE it to vour linker disk un-
der the name LINK. BAT.
Now you're ready to compile any of the listings from C-
manship. We'll use Listing 1 from this installment as an example.
Single-drive compilation.
(1) Use your text editor to type in Listing 1, then SAVE a copy
under the name LISTl.C to both your compiler disk and a back-
up disk.
(2) Place the compiler disk in your drive and double click the
drive A icon.
(3) Double click the BATCH.TTP program, and enter CC L1ST1
into the parameter window, concluding the entry by pressing
RETURN.
(4) After the compiler has finished, there should be a file
named LISTl.O on your compiler disk. Copy this file to your
linker disk.
(5) Place the linker disk in your drive and double click the
drive A icon.
(6) Double click the file BATCH.TTP, and enter LINK LISTl
into the parameter window.
(7) When the linker has finished, the file LIST1TOS should
be on the disk. This is the executable version of the program.
To RUN it, simply give it a double click.
Two-drive compilation.
(1) Use your text editor to type in Listing 1, then SAVE it to
disk under the name LISTl.C.
(2) Place your compiler disk in drive A and your source disk
(the one you saved the program to] in drive B.
(3) Double click the drive A icon.
(4) Double click the BATCH.TTP program, and enter CC
BrLISTl into the parameter window, concluding the entry by
pressing RETURN.
(5) When the compiler has finished, replace the disk in drive
A with your linker disk.
(6) Double click the drive A icon.
(7) Double click the BATCH.TTP program and enter LINK
B.-LIST1 into the parameter window.
(8) When the linking is complete, your source disk will con-
tain the file LIST1.TOS. This is the executable version of the pro-
gram. RUN it by giving it a double click.
The above instructions will work with all the C program list-
ings presented thus far in C-manship. Only the filenames you
use must be changed.
PAGE 70ST / APRIL 1986
ST-LOG
Medium
Resolution
TUTORIAL
w
GEMSYSO
A tutorial on the
ST BASIC command
and AES functions
by James Luczak
Atari's new ST BASIC provides you with a very
powerful command that gives you access to the en-
tire AES (Application Environment Services) library.
We're talking about GEMSYS(). It allows you to use
an additional sixty-plus functions. There is a rather
large problem, however: the ST BASIC Sourcebook
doesn't tell you how to access any of the AES func-
tions.
This article will provide you with the necessary
information to use a handful of the AES functions.
In the listing that follows is the BASIC code required
and a description of the parameters used by the func-
tions.
We'll only be scratching the surface of the AES li-
brary of functions. All the functions described here
can be used in any order in a BASIC program. Many
AES functions require a specific sequence of func-
tion calls to create the desired end result. Those
described here can be used independently of each
other. They don't have to be used in any specific
order.
GEM'S AES.
Every time you boot up your computer (after the
color show), you end up on what's called the "desk-
top." The desktop is created with functions from the
AES library. The disk icons, menu bar, drop-down
menus, trash can icon — all were created using vari-
ous AES capabilities. Here's a partial list of what the
AES functions are responsible for:
Monitoring the mouse buttons;
Monitoring the mouse location;
Setting or retrieving the double click speed;
Providing a timer;
Creating the menu bar;
Producing drop-down menus;
Creating alert boxes;
Creating dialog boxes;
Producing shrinking boxes;
Producing growing boxes;
Dragging boxes;
Creating rubber boxes;
Displaying different mouse forms;
Monitoring boxes;
Sliding boxes;
Moving boxes;
Displaying file selector boxes;
Creating windows;
Providing window controls; and
Updating windows.
BASIC and AES Coordinates.
When using the GEMSYS() command, there's one
important diing to remember: all references to X- and
Y-coordinates made by the AES library are relative
to the screen, while all X- and Y-coordinates referred
to by BASIC commands (such as the LINEF com-
mand) are relative to the output window.
Assume, for example, that the output window oc-
cupies the full screen. The X-coordinate would be
ST-LOG
APRIL 1986 / PAGE 71ST
//
IxJbJVliSx &k) continued
at the extreme left-hand side of the screen for both
BASIC and the AES function. The X-coordinate 619
would be to the extreme right-hand side of the screen
for both BASIC and AES. The Y-coordinate for BA-
SIC is at the bottom of the information line (the bar
that runs along the top of the screen with the word
OUTPUT in the center). The Y-coordinate for AES
is at the very top of the screen (above the menu bar) .
The reason X-coordinates are the same for BASIC
and for AES is because the output window doesn't
use any horizontal space to draw the border of the
window. If, on the other hand, you size the output
AES Graphics Library.
RUBBERBOX
Draws a "rubberbox.
' The upper left corner of the box is
fixed. By holding down the left mouse button and moving the mouse,
you can draw boxes of varying sizes.
BASIC CODE
DESCRIPTION
BASIC CODE
DESCRIPTION
1 a#=gb
6 poke gintin+4,xw
xw=Minimum width of box in pixels
2 gintout=peek(a#+12)
Define integer output
7 poke gintin+6,yh
yh=Minimum height of box in pixels
3 gintin=peek(a#+8)
Define integer input
8 gemsys(70)
OPCODE
4 poke gintin.x
x=Coordinate of box
9 Bxw=peek(gintout+2) bxw=Width of box when mouse button is released
(upper left corner)
10 Byh=peek(gintout+4)
byh=Height of box when mouse button is released
5 poke gintin+2,y
y=Coordinate of box
(upper left corner)
MOVEBOX
Draws a box outline
moving from one position to another.
BASIC CODE
DESCRIPTION
BASIC
DESCRIPTION
1 a#=gb
6 poke gintin+6,y
y=Coordinate of box (initial position)
2 gintin=peek(a#+8)
Define integer input
7 poke gintin+8,x1
x1=Coordinate of box (final position)
3 poke gintin.xw
xw=Width of box in pixels
8 poke gintin+10,y1
y1=Coordinate of box (final position)
4 poke gintin+2,yh
yh = Height of box in pixels
9 gemsys(72)
OPCODE
5 poke gintin+4,x
x=Coordinate of box
initial position)
GROWBOX
Draws an expanding
box outline.
BASIC CODE
DESCRIPTION
BASIC CODE
DESCRIPTION
1 a#=gb
7 poke gintin+8,x1
x1=Coordinate of box (final size)
2 gintin=peek(a#+8)
Define integer input
8 poke gintin+10,y1
y1=Coordinate of box (final size)
3 poke gintin.x
x=Coordinate of box
9 poke gintin+12,xw1
xw1=Final width of box in pixels
(initial size)
10 poke gintin+14,yh1
yh1 = Final height of box in pixels
4 poke gintin+2,y
y=Coordinate of box
(initial size)
11 gemsys(73)
OPCODE
5 poke gintin+4,xw
xw=lnitial width of box
in pixels
6 poke gintin+6,yh
yh= Initial height of box
in pixels
SHRINKBOX
Draws a shrinking box outline.
BASIC CODE
DESCRIPTION
BASIC CODE
DESCRIPTION
1 a#=gb
7 poke gintin+8,x
x=Coordinate of box (initial size)
2 gintin=peek(a#+8)
Define integer input
8 poke gintin+10,y
y=Coordinate of box (initial size)
3 poke glntin,x1
x1=Coordinate of box
9 poke gintin+12,xw
xw=lnitial width of box in pixels
(final size)
10 poke gintin+14,yh
yh= Initial height of box in pixels
4 poke gintin+2,y1
y1=Coordinate of box
(final size)
11 gemsys(74)
OPCODE
5 poke gintin+4,xw1
xw1 = Final width of box
in pixels
6 poke gintin+6,yh1
yh1=Final height of box
in pixels
MOUSE
Changes the mouse
form to one of a predefined set.
BASIC CODE
DESCRIPTION
BASIC CODE
DESCRIPTION
1 a#=gb
3 poke gintin.x
x=5 Thin cross hairs
2 gintin=peek(a#+8)
Define integer input
6 Thick cross hairs
3 poke gintin.x
x=0 Arrow
1 Vertical bar
2 Bee
7 Outline cross hairs
256 Hide mouse form
257 Show mouse form
3 Hand with pointing finger
4 gemsys(78)
OPCODE
4 Flat hand with extended fingers
MKSTATE
Returns the current
mouse location, mouse button state and keyboard state.
BASIC CODE
DESCRIPTION
BASIC CODE
DESCRIPTION
1 a#=gb
7 kb=peek(gintout+8)
kb= Current keyboard state
2 gintout=peek(a#+12)
Define integer output
No key pressed
3 gemsys(79)
OPCODE
1 Right shift key pressed
4 mx=peek(gintout+2)
mx=Coordinate of
mouse's current location
2 Left shift key pressed
4 Control key pressed
5 my=peek(gintout+4)
my=Coordinate of mouse's current location
8 Alternate key pressed
6 mb=peek(gintout+6)
mb=Current mouse button state.
No button pressed
1 Left button pressed
2 Right button pressed
PAGE 72ST/ APRIL 1986
ST-LOG
window to occupy only half the screen, BASIC com-
mands will function within it. They will not, for in-
stance, draw a line outside of the window. An AES
function will operate anywhere on the screen, regard-
less of the size of the window.
Y-coordinates are different for BASIC and AES via
similar logic. The BASIC output window uses up ver-
tical space drawing the menu bar and information
line. This causes the Y-coordinate in BASIC to start
(continued on next page]
AES Event Library.
KEYBOARD
Waits for any kind of keyboard input.
BASIC CODE DESCRIPTION
BASIC CODE
DESCRIPTION
1 a#=gb
3 gemsys(20)
OPCODE
2 gintout=peek(a#+12) Define integer output
4 kb=peek(gintout)
kb=Standard keyboard code
Standard
Keyboard Code
A=7745 B=12354 C=11843 D=8260
E
=4677 F=8518
G=8775
H=9032 1 = 5961 J=9290 K=9547
L:
=9804 M = 12877
N =12622
0=6223 P=6480 Q=4177 R=4946
S
=8019 T=5204
U=5717
V=12118 W=4439 X=11608 Y=5465
z
= 11354
a=7777 b=12386 c=11875 d=8292
e=
=4709 f=8550
g=8807
h = 9064 i=5993 j=9322 k=9579
l =
9836 m=12909
n =12654
= 6255 p=6512 q=4209 r=4978
s=
=8051 t=5236
u=5749
v=12150 w=4471 x=11640 y=5497
z=
= 11386
1=561 2=818 3=1075 4=1332
5 =
=1589 6=1846
7=2103
8=2360 9=2617 0=2864
Space=14624 Return=7181 Tab=3849
Esc
=283 Backspace=3592
BUTTON
Waits for a particular mouse button state.
BASIC CODE DESCRIPTION
BASIC CODE
DESCRIPTION
1 a#=gb
9 n=peek(gintout)
n=Number of times the mouse button entered the
2 openw 2 Open output window
desired state
3 gintin=peek(a#+8) Define integer input
10 mx=peek(gintout+2)
mx=Coordinate where event occurred
4 gintout=peek(a#+12) Define integer output
11 my=peek(gintout+4)
my=Coordinate where event occurred
5 poke gintin,bc bc=Number of mouse clicks
12 ms=peek(gintout+6)
ms=Mouse button state when event occurred
6 poke gintin+2,mb to wait for
Left/right up
mb=Mouse button to look for
1 Left down
1 Left
2 Right down
7 poke gintin+4,bs 2 Right
13 kb=peek(gintout+8)
kb=Current keyboard state
bs = Mouse button to look for
No key pressed
Left up
1 Right shift key pressed
1 Left down
2 Left shift key pressed
Right up
4 Control key pressed
8 gemsys(21) 2 Right down
8 Alternate key pressed
OPCODE
MOUSE
Waits for mouse to enter or leave a specified rectangle.
BASIC CODE DESCRIPTION
BASIC CODE
DESCRIPTION
1 a#=gb
10 mx=peek(gintout+2)
mx=Coordinate of mouse pointer
2 gintin=peek(a#+8) Define integer input
11 my=peek(gintout+4)
my=Coordinate of mouse pointer
3 gintout=peek(a#+12) Define integer output
12 ms=peek(gintout+6)
ms=State of mouse button
4 poke gintin.fi fl=Flag for call
13 kb=peek(gintout+8)
1 Left button
Return on entry
2 Right button
1 Return on exit
kb=Current keyboard state
5 poke gintin+2,x x=Coordinate of rectangle
No key pressed
(upper left corner)
1 Right shift key pressed
6 poke gintin+4,y y=Coordinate of rectangle
2 Left shift key pressed
(upper left corner)
4 Control key pressed
7 poke gintin+6,xw xw=Width of rectangle in pixels
8 Alternate key pressed
8 poke gintin+8,yh yh=Height of rectangle in pixels
9 gemsys(22) OPCODE
TIMER
Waits for a specified amount of time to pass.
BASIC CODE DESCRIPTION
BASIC CODE
DESCRIPTION
1 a#=gb
4 poke gintin+2,hi
hi=High word of long value (0)
2 gintin=peek(a#+8) Define integer input
5 gemsys(24)
OPCODE
3 poke gintin.lo lo= Low word of long value
1 1 Millisecond
1000 1 Second
60000 1 Minute
DCLICK
Gets or sets the mouse double click speed.
BASIC CODE DESCRIPTION
BASIC CODE
DESCRIPTION
1 a#=gb
5 poke gintin+2,fl
fl=Flag to set or get double click speed
2 gintin=peek(#+8) Define integer input
Get speed
3 gintout=peek(a#+12) Define integer output
1 Set speed
4 poke gintin.cv cv=Double click speed
6 gemsys(26)
OPCODE
Slow
1
7 cs=peek(gintout)
cs=Double click speed
2
3
4 Fast
Note: If the value in Line
5 (fl) is (get speed),
the value in Line 4
is ignored.
ST-LOG
APRIL 1986 /PAGE 73ST
C O M P U 1
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//
GE.MSYSO continued
CIRCLE #127 ON READER SERVICE CARD
22 pixels from the top of the screen (in low and medi-
um resolution).
The GEMSYS() demo program
(medium resolution).
This is a simple program. It draws an expanding
box which ends in a rectangle in the middle of the
screen. As you move the mouse in and out of the box,
it exhibits all the predefined forms the mouse pointer
can have. As you enter or exit the rectangle, the X-
and Y-coordinates are displayed at the top of the
screen. To exit the program, hold the left mouse but-
ton down while entering or exiting the rectangle.
Conclusion.
The GEMSYS() command is a little more involved
than its companion command, VDISYS(). Once you
have some of the information needed, it's not too hard
to program using the GEMSYS() command.
Although I've only presented a handful of the AES
functions in this article, along with the demo pro-
gram, you'll find that it's not very difficult to use the
AES library from BASIC, fl
Jim Luczak maintains and operates electronic tel-
ephone switching and processing equipment. He's
been writing computer programs since 1979. He got
his first Atari in 1980, and has written in BASIC, C,
LOGO, FOBTH, Action.', and 6502 assembly. He en-
joys writing dedicated database programs.
Listing 1.
BASIC listing.
100 ' XXXXXXXXXXXXXXXXXXXXXXXX GEM5YS
CJ DEMO PROGRAM XXXXXXMXXXXXXXXXXXXXXX
110 ' XXXXXXXXXXXXXXXXXXXXXXXXXXXX by
JIM LUCZAK XXXXXXXXXXXXXXXXXMXXXXXXXX
120
130 . IMI
TIALIZE PROGRAM
140 fullw 2:clearw 2: f lag=0:bs=O:of f
set=22
150 atl=gb
160 gintin=peekCatt+83 : ■
Defint Integer input
170 gintout=peek(att+12) :■
Define Integer Output
180 a$="Hold LEFT House button down
when entering or exiting box to EXIT d
emo"
190 ■ DRAM
GROMING BOX
200 poke gintin.320: 1
X coordinate initial size
210 poke gintin+2,75+offset: ■
Y coordinate initial size
220 poke gintin+4,2:'
Initial Width
230 poke gintin+6,1:'
Initial height
240 poke gintin+8,270: '
X coordinate final size
250 poke gintin+l0,25+of fset: '
Y coordinate final size
PAGE 74ST / APRIL 1986
ST-LOG
266 poke gintin+12,100: ■
Final Width
270 poke gintin+14,100: ■
Final height
288 geHsys(73):'
Graf growbox
298
H BOK OUTLINE
DRfi
300
310
320
330
340
350
INTER LOCATION
linef 270,25,370,25
linef 370,25,370,125
linef 370,125,270,125
linef 270,125,270,25
gotoxy 3,14:?a$
FIND PO
360 gensys(79J : ■
Graf Hkstate
370 HX=peek(gintout+2J : '
Current X coordinate of pointer
380 Hy=peekfgintout+4) : "
Current Y coordinate of pointer
390 flag=o
400 if CHX>270 and HX<370) and (My>2
5+offset and ny<125+of fsetJ then flag=
410 ■ SET UP PARA
METERS FOR MOUSE EVENT
420 poke gintin+2,270: ■
X coordinate of rectangle
430 poke gintin+4,25+of fset: •
Y coordinate of rectangle
440 poke gintin+6,100: "
Width of rectangle
450 poke gintin+8,100: ■
Height of rectangle
460 ■ MAKE SURE M
0U5E POINTER IS VISIBLE
470 poke gintin,257:"
Show House forw
480 geHsysC78):'
Graf House
490 ■ MAI
N PROGRAM LOOP
680 poke gintin+10,25+of fset: ■
Y coordinate initial size
690 poke gintin+12,100:'
Initial width
700 poke gintin+14,100:'
Initial height
710 geMsysC74): a
Graf shrinkbox
720 ' MAKE SURE MOU
SE POINTER IS AN ARROW
730 poke gintin,0:'
Make nouse forn an ARROW
740 gensysf783 : *
Graf House
750 ■ CLEA
N UP AND END
760 poke gintin,256
770 gensyst78)
780 clearw 2:end
500 While bs=0
510 poke gintin, index: '
Mouse forn
520 geHsys(78):'
Graf House
538 poke gintin, flag: *
Flag for event House call
548 geHsys(22):'
Event House
558 HX=peekCgintout+2J : ■
X coordinate of House
568 ny=peek Cgintout+4) : ■
Y coordinate of House
570 bs=peek (gintout+6) : '
State of House button
588 if flag=6 then f lag=l:b$="Mouse
ENTERED" else f lag=fl : bS="Mouse EXITED"
598 gotoxy 9,l:?bS" box at these Coo
rdinates. X - "hx" y = "ny" "
600 index=index+l: if index>7 then in
dex=8
610 wend
620 ■ DRAM SH
RINKING BOX
630 poke gintin, 320:'
X coordinate final size
640 poke gintin+2,75+of fset: "
Y coordinate final size
650 poke gintin+4,2:'
Final width
660 poke gintin+6,1:"
Final height
670 poke gintin+8,278: "
X coordinate initial size
ST CHECKSUM DATA.
(see page 53ST)
180 data 564, 146, 477, 876, 310, 8,
830, 136, 361, 827, 4527
200 data 210, 260, 640, 668, 103, 41
, 493, 588, 718, 809, 4530
300 data 485, 533, 654, 554, 209, 11
2, 688, 674, 682, 171, 4762
400 data 188, 395, 320, 215, 426, 49
0, 623, 937, 328, 846, 4768
500 data 749, 552, 312, 131, 440, 47
, 56, 156, 813, 443, 3699
600 data 310, 57, 789, 836, 989, 222
, 319, 408, 449, 945, 5324
700 data 943, 892, 556, 867, 322, 49
9, 395, 737, 939, 6150
Atari ST Software
o.
C-Shell
Unix-slyle Command Interpreter
• Standard I/O with Redirection, Pipes and Filters •
• Shell Scripts & Variables • Aliases • History Substitutions •
• Runs TOS and. GEM Programs • Full Set of Software Tools ■
• Easy-to-read Tutorial & Manual Included •
$49.95
D
RTX
Multitasking Operating System Kernel
• Runs off-the-shelf ST Programs - No Compiling •
• Fully Compatible with TOS BIOS and GEMDOS •
$69.95
Beckemeyer Development Tools
592 Jean St #304 • Oakland CA 94610
Orders and Info: (415) 658-5318
(CA residents add 6.5% sales tax)
CIRCLE #128 ON READER SERVICE CARD
ST-LOG
APRIL 1986 / PAGE 75ST
BRATACCAS
PSYGNOSIS LIMITED
1st Fl., Port of Liverpool Bldg.
Pier Head, Liverpool L3 1BY
England
520ST $39.95
(Medium or high resolution)
by Clayton Walnum
Over the years, I've played oodles of
adventure games (as have we all). One
of the hazards of this type of dedicated
usage is that, even though the games are
still well done and challenging, one
tends to become a bit jaded. After all,
each Infocom game looks much the
same as the next. This repetition in de-
sign is also evident in games like the Ul-
tima series. As a matter of fact, virtually
all adventure games bear a resemblance
to those which have gone before.
Sooner or later, it's bound to happen
— boredom sets in. There are no sur-
prises anymore. When was the last time
you booted up an adventure game and
said, "Wow!" when it came up on the
screen?
So, when I say I was stunned by this
new import from England, it should be
a clue to you that something significant
is going on here.
The story goes like this. . .You're
Kyne, a genetic scientist who's discov-
ered a process for the creation of a su-
perbeing. The government decides that,
rather than use these beings for peace-
ful causes, it would be a great idea to
set up an army trained to kill. Kyne, be-
ing of a nonviolent bent, refuses to pass
his research on to the authorities and
goes into hiding.
The government doesn't find this to
be an adequate solution to their differ-
ences. They immediately place a warrant
on Kyne's head, accusing him of selling
his studies to the underworld. Of course,
the underworld does have an interest (an
understatement) in Kyne's research.
They figure that, "Hey, he's on the run.
Maybe we can get him to work for us."
And so, Kyne finds himself pursued
by both extremes of the law (or perhaps
they're really quite similar).
Escaping from Earth, Kyne makes his
way to a small mining asteroid where
he's heard that evidence attesting to his
innocence exists. The name of the aster-
oid? Brataccas.
Playing Brataccas is like stepping
right into a comic book, getting that
chance every kid dreams of — to become
the hero. Each character is detailed and
lifelike in movement.
As the citizens of Brataccas make
their way about the asteroid, they ex-
change pleasantries (or nasty remarks,
depending on who's doing the talking).
In the comic book tradition, word bub-
bles appear over the characters' heads
when they speak. These bubbles follow
them as they stride onto or off of the
screen, allowing plenty of time to read
their contents.
Brataccas.
Quite honestly, this game looks so
great you don't even have to play. Just
slap it into movie mode, sit back and
watch. . .Saturday morning cartoons!
When you get ready to play, you may
control Kyne in one of three ways. The
default control mode is with the mouse
(natch). The two other possibilities are
joystick or keyboard. Should you choose
to send Kyne on his way from your key-
board . the program allows you to define
the keys you wish to use, a nice feature.
Be forewarned. Due to the large num-
ber of possible movements, manipulat-
ing Kyne can be a bit clumsy at first. Be
PAGE 76ST/ APRIL 1986
ST-LOG
patient. With a little practice, you'll
soon be running and jumping with the
best of them. I found that, of the three
control methods, the joystick worked
best for me.
The gameplay consists of moving be-
tween rooms (or on the surface of the as-
teroid), gathering clues, bribing the
inhabitants for information and gener-
ally trying to stay out of trouble. You
must keep a low profile while you search
frantically for your salvation.
Should you run into serious difficul-
ty, you've no choice but to draw your
sword and battle it out. When fighting,
there are various thrusts and parries
available to you. The action is quite life-
like; when you become skilled with
your weapon, the battles can be surpris-
ingly exciting.
Beware: most of the swordsmen in
this game know their stuff. If you're not
careful, you'll find a word bubble over
your head with the exclamation
"Arrrrgggggg!" — which means it's back
to the start of the game for you.
The safest way to deal with people on
Brataccas is with your sword undrawn.
If you have a money bag or a bottle of
the asteroid's best, you can get a lot of
information from the Snitches. These
guys hang around the bars waiting to
trade their knowledge for a little of that
green stuff or perhaps a good stiff drink.
Brataccas is a neat place. Scattered
throughout the rooms are all sorts of
gadgets, such as rotating cameras (Big
Brother is watching you . . . ) and video
screens where a game of Space Invaders
is frequently interrupted for important
news flashes. On Tannoys (speakers) you
can listen to police broadcasts. There are
switches to turn various items on and
off, not to mention Electro Bombs, mon-
ey bags, bottles of booze, scrolls, IDs
and, of course, the evidence itself.
There are about sixteen different
characters on Brataccas, each with their
own distinctive appearance and person-
ality. One of my favorites is Commander
Stopp, the chief of police, who lost his
legs in a laser fight and now moves
about in a jet-propelled hover dish.
Other characters consist of the afore-
mentioned Snitches, the ubiquitous po-
lice, several bar owners, guard droids,
assassins and the evil Kol Worpt, Bratac-
cas' arch-villain in residence. They all
move about freely, and you never know
where or when you're going to bump
into someone significant.
The manual is attractive, sporting a
cover by one of my favorite artists, Roger
Dean (all you Yes fans will immediate-
ly recognize his distinctive style). The
text, printed on slick paper, is well writ-
ten and, many times, downright funny.
These people definitely have a sense of
humor. Wait until you see the hint sheet
on page 27.
Besides all the funny business, the
game's functions are accurately describ-
ed, and the story background is a quick,
fun read. As an added convenience, the
rear of the manual contains a pocket for
storage of the disk, which makes the
package easy to keep together on a book
shelf.
Also included in the package is a
poster of the cover art. It's a nice little
plus that goes well beyond the call of
duty.
Psygnosis should be congratulated on
a fine effort. I can't wait to see what
products they'll be bringing to the mar-
ketplace in the future. If this game is any
indication of what's in store for ST ad-
venturers, then there are exciting times
ahead. What can I say? Buy it. H
ST-LOG
APRIL 1986 / PAGE 77ST
STylish Software
No question about it, the new Atari 520 ST™ is a
remarkable computer. And nothing complements a great
computer better than great software and great peripherals.
HabaWriter™. A full-function word processor, featuring
windows for simultaneous multiple document editing as
well as pull-down menus for fast access to program
commands. Advantageous use of the mouse means never
having to memorize cryptic commands again. HabaWriter
is the word processor your 520 ST has been waiting for. If
you do any writing at all, take a look at HabaWriter.
Suggested Retail: $74.95
Habadex PhoneBook™ is the elegant way to store phone
numbers. And it not only stores numbers, but it can dial
them as well. It works and looks just like the flip-up phone
book that you're used to. Long distance services like MCI
and Sprint can be automatically dialed so you don't have
to. The PhoneBook can sort on any field, is versatile
enough to handle other types of information and can even
print mailing labels. (Automatic dialing requires either a
HabaModem™ or any Hayes™ compatible modem.)
Suggested Retail: $49.95
The new HabaDisk™ 10 Megabyte hard disk for the 520
ST is a Winchester plug-in hard disk that is capable of
storing the equivalent of more than 12 dual-sided 800K
diskettes and retrieves information in seconds (3 msec,
track-to-track access time). It is self-powered and
completely Atari ST compatible (including Atari Desktop
and GEM™ DOS). Suggested Retail: $699.95
Also available for the 520 ST:
Haba Checkminder™— Suggested Retail: $74.95
Haba Mail Room™— Suggested Retail: $74.95
HabaMerge™— Suggested Retail: $39-95
Solutions: Wills™— Suggested Retail: $49-95
Solutions: Business Letters™— Suggested Retail: $49.95
520 ST is a trademark of Aiari Corp. HabaWriter, Habadex PhoneBook, HabaModem, HabaDisk, Haba Checkminder, Haba Mail Room , HabaMerge, Solutions: Wills, and Solutions: Business Letters are trademarks of Haba
Systems, Inc. Hayes is a trademark of Hayes Microcomputer Corp. GEM is a trademark of Digital Research, Inc.
STupendous Storage
r i 6711 Val jean Avenue
Van Nuys, CA 91406
(818) 989-5822 • (800) HOT HABA (USA) • (800) FOR-HABA (CA)
MI-TERM
MICHTRON
576 S. Telegraph
Pontiac, Ml 48053
(313) 334-5700
520ST $50.00
by Arthur Leyenberger
In the six months the Atari 520ST
computer has been available, one com-
pany has stood out as having the most
complete line of software for it. It's one
thing to have an extensive line of soft-
ware, but if the software isn't up to par,
then the distinction becomes moot.
MichTron, a small Michigan software
company, holds this honor — and well it
should, since all of its products are qual-
ity efforts.
MichTron entered the ST software
sweepstakes with the first arcade game,
Mudpies, and has since concentrated
mostly on utility software. I've been us-
ing M-Disk (ramdisk) and M-Utilities
(sector and disk copier) for several
months. Now MichTron has entered the
application market with their new tele-
communications program, Mi-Term.
The first thing you notice about Mi-
Term is that it uses the familiar GEM
features, like drop-down menus and di-
alog boxes. Naturally, selecting options
is performed by pointing and clicking
with the mouse. In addition, any previ-
ously loaded desktop accessories — a
calculator, the control panel or printer
driver — are available from within the
program, as they should be in a proper-
ly designed GEM application.
Mi-Term is truly a full-featured tele-
communications program. In addition to
providing simple two-way communica-
tion capability between a variety of com-
puter systems, Mi-Term allows you to
automate your log-on procedure, as well
I I
j I 151 ; lilt %
\ 111 <lll
1 1 m ; m I
■KETKEBi
;«bcxj
' nsa mnr;
n~in«n
Mi-Term.
as your most frequently used commands
and ASCII uploads, to conserve valuable
connect time. Any number of custom
configurations may be saved as indivi-
dual files and loaded whenever you
want them. This avoids repeated setups
and allows an expert user to design a
system that a beginner can easily follow.
Mi-Term supports two different error-
checking protocols for flawless file
transfer: DFT and XMODEM. Eight
different operating speeds (up to 9600
baud) may be used, and an automatic
capture buffer is provided. The buffer
file may be changed at any time. Its cur-
rent name is always displayed on the Mi-
Term menu bar, and the contents may
be viewed whenever you wish.
One useful aspect of this feature is the
visual indicator that shows how many
characters have been saved into the buff-
er. There's a bar along the bottom of the
screen, much like a GEM slider bar,
which shows the percentage of memo-
ry buffer currently in use. As more char-
acters are added to the buffer, the bar im-
mediately displays the change.
One of the features that makes Mi-
Term an outstanding program is its so-
called macro capability. Up to fifty-six
individual command strings can be as-
signed to unique keys. The twenty-six al-
phabetical keys are used with the AL-
TERNATE key, and function keys Fl to
F10, are used individually, as CTRL-F1
to FLO and as ALT-Fl to F10, to provide
what MichTron calls "presets." The defi-
nitions of these presets are saved in the
Mi-Term configuration files for future
use.
With the presets menu from the top
menu bar, you can view, change or add
new character strings to your function
keys. An extensive set of options is avail-
able with this feature. The various spe-
cial functions available within the preset
strings are implemented by imbedding
certain control sequences (displayed on
the screen for ease of use) in the preset
string. Waiting for certain characters
from the host, setting character and line
PAGE 80ST/ APRIL 1986
ST-LOG
REVIEW
v/
delays, toggling the screen — or just
some of the functions — on and off.
There are too many options to de-
scribe here, but basically you have the
ability to build macros that will work
with any on-line computer system ima-
ginable. As a thoughtful and useful
touch, MichTron has provided several
files on the distribution disk, showing
previously created presets for such pop-
ular on-line services as CompuServe,
Delphi, MCI Mail, etc.
Uploading can be performed in either
DFT or XMODEM protocols. To upload
a file, you simply click on the protocol
desired, at which time a dialog box ap-
pears, listing the files on the disk. Once
you've clicked on a file, another dialog
will appear on-screen, showing the
name of the file selected and the total
number of blocks required to send it,
along with the message awaiting hand-
shake.
Once communication with the remote
system begins, Mi-Term constantly in-
forms you of the block number being
sent, the percentage of the file already
sent, and the percentage of blocks sent
that did not require retransmission (er-
ror-free rate]. Also displayed are the
number of re-tries for the current block
in progress and any messages relevant
to the upload. Again, the quality of the
program is apparent — when the upload
is complete, the computer will beep at
you as a signal.
Downloading is as straightforward as
uploading. You would select either X-
MODEM or DFT protocol, and a dialog
appears listing the files on the disk.
Point and click at a filename or type in
a new one, to begin the download. The
same dialog box is used as in the upload
mode, to monitor the progress of the file
transmission.
To download an ASCII file, no special
protocol is necessary. Either open and
close the capture buffer manually to re-
ceive ASCII text, or, if the remote sys-
tem supports the capture buffer transfer
mode [also known as DC2/DC4), it will
be done automatically.
Finally, you can use the options menu
to edit, load and save Mi-Term's options
and parameters. Some of the options you
can select are: dump incoming text to a
printer; toggle the screen on and off; tog-
gle a character filter on and off, to strip
out unwanted control codes; select one
of three line feed modes, to add or not
add a line feed to each incoming car-
riage return character; toggle the clock
display on and off and reset it; and send
a true break.
You can change your RS-232 para-
meters (parity, baud rate, number of stop
bits, etc.), in order to suit the remote sys-
tem you're communicating with. This is
done by calling up the dialog box and
clicking the mouse button on your
choices. Information about the current
status of Mi-Term and the RS-232 port
is always displayed in the status line, just
beneath the menu bar at the top of the
screen. Functions that are active are dis-
played in black on the white back-
ground, whereas inactive functions are
shaded in gray.
Overall, Mi-Term is an excellent tele-
communications program. Kudos should
be given to the author, John Weaver, for
not only creating a useful program, but
designing it in such a way as to be easy
to use. If you want or need more features
than are provided in, say, ST-Talk, yet
don't want to spend a $100 for PC/Inter-
com and get only a text-based program,
then you should seriously consider
MichTron's latest product.
Further, all of the commands and op-
tions work with the intuitiveness of the
GEM interface — point to the desired
menu name, it drops down, and you
point and click on the command. I can't
think of an easier, more feature packed
program than Mi -Term, fl
ST-LOG
APRIL 1986 / PAGE 81ST
CAL COM INC.
P.O. Box 2601 6820 Orangethorpe, Suite A
Silver Spring, MD 20902 Buena Park, CA 90620
(301) 681-9121 (714) 523-5353
HARDWARE
520ST (512K Memory) Monochrome Package $699.95
520ST (512K Memory) RGB Color $849.95
520ST 1024K Memory Upgrade (Includes Ramdisk Software) $200.00
520ST ROMS $ 25.00 SF314 Double Sided Drive . . $239.95
Atari 130XE $135.00 Atari XM301 Modem $ 39.95
Omniview XE/XL $ 49.95 Omniview for 256K-800XI $ 49.95
130XE With Omniview XE/XL Installed (with dual operating system) $199.95
Newell 256K Upgrade for the 800XL (Includes Mydos 4.1) $ 79.95
Newell 256K Sector Copier (800XU130XE) $ 17.95
Ramrod XL/XE (includes Omnimon) $ 68.00
Happy 810/1050 Enhancements $135.00
1050 Duplicator (The Ultimate Disk Backupl) $135.00
Happy 1050 Disk Drive (1050 Happy Enhancement Installed) $299.95
ICD P:R: Connection Interface Module $ 65.00
ICD R-Time 8 Cartridge $ 56.00
ICD Doubler with Sparta DOS Construction Set! $ 45.00
ICD US Doubler Installed in New 1050 Disk Drive) $199.95
Atari 850 Interface (In Stock) $109.95
Supra Microprint Printer Interface $ 39.95
Supra 1 1 50 Printer Interface $ 54.95
Volksmodem 12 (300/1200!) Includes ST or 850 Cable $199.95
Star Gemini 10X Printer (520ST or 8 Bit Compatible) $189.95
Star SG-10 Printer (520ST or 8 Bit Compatible) $249.95
520 ST SOFTWARE
ST-Copy (Fastest copy program available) Backs up all Atari 520ST
Software to date! Dealer inquiries welcomed $ 34.95
FoReM ST (BBS Program for the ST!) $ 89.95
ST-Term (Version 1.1) $ 34.95
Zoomracks $ 64.95
PASCAL by OSS $ 59.95
Sundog $ 29.95
Bratacas $ 34.95
Compulsive Copier (Dealer inquiries welcomed) $ 34.95
800/XL/XE SOFTWARE
Basic XE $ 49.95 Basic XL $ 39.95
FoReM XE (Version 1.2A) . . . .$ 50.00 Action/ MAC/65 Cartridges . . .$ 49.95
CUSTOM BBS PACKAGES AVAILABLE UPON REQUEST, CALL FOR INFOI
VISA/MC accepted (add 4%), or send a cashiers check, money order, or call and order COD. Please
add $5.00 per order for shipping and handling. Sales Tax: CA add 6% — MD add 5%,
CALL THE CAL COM BBS (24 HOUR 300/1200 BAUD): (301) 681-8933
ST INDEX TO ADVERTISERS
V/
READER SERVICE #
ADVERTISER
118 Abacus Software 50ST
131 Applied Computers, Inc 82ST
132 Atari Corp 83ST, 84ST
128 Beckemeyer Development Tools 75ST
130 CAL COM 82ST
127 Coast to Coast Computers 74ST
121 Commnet Systems 55ST, 82ST
129 Eugi/Haba 78, 79ST
125 Martin Consulting 66ST
124 Megamax, Inc 59ST
120 MegaSoft 54ST
119 Progressive Computer Products 52ST
126 Regent Software 66ST
139 Rocky Mountain Atari Service 82ST
122 Serious Software 55ST
123 Soft Logik 58ST
CIRCLE #130 ON READER SERVICE CARD
CIRCLE #139 ON READER SERVICE CARD
FoReM ST
II.LJ
o
\\\mm
sS3s*. ROCKY MOUNTAIN
1750 30th STREET • BOULDER, CO 80301
B
Si
ElHiAKiStifYiUE
FACTORY AUTHORIZED NETWORK
"II
m
IHUIl
III^M
EXTENDED SERVICE CONTRACTS
SALES • CONSIGNMENTS • TRADE-INS
TO FIND THE SERVICE CENTER NEAREST YOU
NATIONWIDE — Dial: 1-800-66-ATARI
IN COLORADO — Dial: 1-800-55-ATARI
DENVER/BOULDER Metro — Dial: 44-ATARI
VISIT ELECTRIC LAND: 303/447-ABBS
irn
S^fiiii
3 IMIII
situ
The Last Word in Atari™ Bulletin Board Systems
e 1985 Matthew R. Singer
Commnet Systems-7348 Green OakTerrace, Lanham MD20706-301-552-2517
#1
source
'for all 520ST
'and for all 1 30XE
'software and hardware
Call for FREE ST newsletter
^ttrfVi/iViViVi/hVill
_» CEL I i I. i ii i i I i >l i I jj
CIRCLE #121 ON READER SERVICE CARD
Authorized ATARI 520ST Dealer
1 -800-4-ATARIS
(1 -800-428-2747)
APPLIED COMPUTERS, Inc.
16220 Frederick Rd.
Gaithersburg, MD 208 7 7
Terms, VIsa/MC/Cholce/Amex. Prepaid orders ship-
ped free. COD orders accepted. All orders shipped
UPS. Open 7 days a week. MO residents add 5%
sales tax.
CIRCLE #131 ON READER SERVICE CARD
PAGE 82ST/ APRIL 1986
ST-LOG
1 'J&L. *>»r^P^
THE ST COMPUTER LINE
FROM ATARI.
IT'S LIKE GETTING THE POWER AND SPEED 01 A FERRARI
FOR THE PRICE OF A FORD.
When Atari introduced the 520ST™,
we set the personal computer industry
on its ear.
Nobody had ever produced a machine
so powerful and technically advanced
for such an incredibly low price.
Nobody but Atari has done it yet.
The competition was stunned.
The critics wrote rave reviews.
* And consumers were ecstatic.
We could have rested on our laurels,
but we didn't.
Instead, Atari extended the ST concept
to. a new computer called the 1040ST™.
The amazing new 1040 ST is even
more powerful than the 520ST and
years ahead of all the competition at
almost any price. The only question in
ATARI •
104 OST*
COMMODORE®
AMIGA'"
IBM-
PCAT™
APPLE®
Macintosh™
APPLE lie®
Price
S999
$1795
$4675
$1995
$1295
CPU
Speed MHz
68000
6.0
68000
7.16
80286
6.0
68000
7,83
65002
1.0
Standard RAM
1 MB
256K
256K
512K
128K
Standard ROM
192K
192K
64 K
64K
16K
Number of Keys
95
89
95
59
63
Mouse
Yes
Yes
No
Yes
Optional
Screen Resolution
{Non-interlaced Mode)
Color
Monochrome
640x200
640x400
640x200*'*
640x200**'
640x200
720x350"
None
512x342
560x192
560x192
Color Output
Yes
Yes
Optional
None
Yes
Number of Colors
512
4096
16
None
16
Disk Drive
3.5"
3 5"
5.25"
3.5"
5.25"
Built-in Hard Disk
(DMA) Port
Yes
No
Yes
No
No
Midi Interface
Yes
No
No
No
No
# of Sound Voices
4
1
4
I
Atari 520ST with S12K RAM, $799.
"Connects to standard color TV For RGB color monitor add $200.
' "With optional monochrome board (non bit-mapped).
"•Interlace Mode - 640x400.
Ferrari is a registered trademark of Ferrari Italia SpA and Ferrari ol
America. Inc. Ford is a registered trademark of Ford Motor Company.
IBM and PCAT are registered trademarks of International Business
Machines Corp. Commodore and Amiga are trademarks ol Com-
modore Electronics LTD. Apple, Apple lie. and Macintosh are
trademarks of Apple Computer, Inc. Atari, 520ST, 1040ST, and ST are
trademarks ol Atari Corp.
1986 isn't which
company to buy
a computer
from, but which
computer to buy
from Atari.
At $799, the
520ST gives you 512 Kbytes of RAM, a
high -resolution monochrome monitor,
2 -button mouse, and 3.5" disk drive.
At $999, the 1040ST gives you 1024
Kbytes of RAM, an ultra high- resolution
monochrome monitor, 2 -button mouse,
and a built-in double-sided 3.5" disk
drive, plus built-in power supply. Both
the 520ST and the 1040ST can be con-
nected directly to your own color TV
Or you can add an Atari RGB color monitor
to get the sharpest, most colorful images
possible. Add $200 for color monitor.
It's simply a matter of choosing which
model best fits your needs.
And whether you choose the 520ST
or the 1040ST you'll be getting the
power and speed of a Ferrari for the
price of a Ford.
In fact, you'll save hundreds and in
some cases thousands of dollars over
comparable computers. Which is why
consumers are still ecstatic. Why the '
critics are still writing rave reviews.
And why the competition is still stunned.
AATARt
POWER WITHOUT THE PRICE:
CIRCLE #132 ON READER SERVICE CARD
6:MT=WT-45:G0T0 1790
1670 GOTO 1790
1680 H = IHT C1G*RHD CO) ~4) +60 : WT=IHT CI . 6*
H)+INTC30*RNDCG)-10):IF A=l THEN H=H~6
;HT=HT-20:G0T0 1790
1690 GOTO 1790
1700 H=INTC10*RNDCG)-4)+48:HT=IHTC2.2*
H)+INTC30*RNDCG)-10) :IF A=l THEN H=H"2
:WT=WT-30:G0T0 1790
1710 GOTO 1790
1720 H = INT C6*RND CO) -3) +42 : MT=INT C2 . 1*H
)+IHTC20*RNDCG)-8) :IF A=l THEN H=H~3:W
T=WT-5:G0T0 1790
1730 GOTO 1790
1740 H=IHT C9*RND CO) -31+36 : HT=INT f 1 . 9*H
)+IHTC20*RNDC0)-8) !IF A=l THEM H=H~3:W
T=HT-15:G0T0 1790
1750 GOTO 1790
1760 H=INT C12*RHD CO J -6) +66 : WT=IHT CI . 7*
H)+IHTC4G*RNDC0)-2G):IF A=l THEN H=H~4
:WT=HT-35:G0T0 1790
1770 GOTO 1790
1780 H=INT C8*RND CO) -4) +66 : WT=INT C2 ■ 1*H
)+INTC56*RNDC0)-16) :IF A=l THEM H=H~4 :
HT=HT-3fl:G0T0 1790
1790 FT=INTCH/12) :A=FT*12:IN=H~A
1800 RETURH
1810 GRAPHICS l:POKE 752,1:P0KE 712,12
8:P0KE 711,134:P0KE 708,40:P0KE 709,0:
G05UB 3600
1820 POSITION 2,3:? M6;FTR$ : POSITION 2
,4:? M6;BARB$:P05ITI0N 2,5:? M6;RNG$:P
OSITION 2,6:? M6;CAV$
1830 POSITION 2,7:? M6;PAL$ : POSITION 2
,8:? 116 ;CLE$: POSITION 2,9:? M6;DRU$:P0
SITION 2,10:? M6;MUS
1840 POSITION 2,11:? tt6; ILLS : POSITION
2,12:? Bij;THFS:POSITION 2,13:? M6;ACBT
S: POSITION 2,14:? M6;ASS
1850 POSITION 2,15:? M6;M0S
1860 RETURN
1870 IF LU<10 THEM PP=25+LV*5 :GOTO 191
1880 IF LV<12 THEM PP=LV*10-20
1890 IF LV>15 THEM PP=125
1900 IF LV=15 THEN PP=115
1910 0L=21+LV*4
1920 IF LV>4 THEN 0L=37+ CLV~4)*5
1930 IF LU>17 THEN 0L=99
1940 TT=15+LV*5
1950 IF LV>16 THEN TT=99
1960 M5=9+LV*6
1970 IF LV>3 THEN MS=33+ CLV~4)*7
1988 IF LV>6 THEN M5=47+ CLV~7)*8
1998 IF LV>12 THEM MS=99
2000 HS=5+5*LV
2810 IF LU>4 THEN H5=25+6*CLV~4)
2020 IF LV>8 THEN HS=49+7«CLV-8)
2030 IF LU>12 THEN HS=77+8*CLV~12)
2040 IF LV>14 THEM HS=99
2050 HN=10+INTCLV/2)*5
2060 CH=84+LV:IF LV>4 THEN CM=88+2*CLV
-4)
2070 IF LV=10 THEN CW=99
2080 IF LV>10 THEN CW=99+ C CLV-101/10}
2090 RL=5*LV:IF LV>16 THEN RL=80
2100 B=ATC4,N):IF B=9 THEN PPM-PPM-15:
0LM=0LM-10 : FTM=FTM~10 : MSM=MSM~20 : HS=H5
-10
2110 IF B=10 THEH PPM=PPM-10 : 0LH=0LM-5
: FTM=FTM-10 : M5M=M5M-15 : HSM=HSM~5
2120 IF B=ll THEN PPM=PPM-5 : FTM=FTM~5 :
MSM=MSM-10
2130 IF B=12 THEN MSM=MSM-5
2140 IF B=16 THEN 0L=0L+5
2150 IF B=17 THEN PPM=PPM+5 : 0LM=0LM*10
: M5M=M5M+5 : HSM=HSH+5
2160 IF B=18 THEN PPM=PPM+10 :0LM=0LM+1
5 : FTM=FTM+5 : MSM=MSM+10 : HSM=HSM+10
2170 PP=PP+PPM:0L=0L+0LM:TT=TT+FTM:M5=
MS+MSM:HS=H5+HSM:HN=HN+HNM:CM=CW+CWM:R
L=RL+RLM
2190 RETURN
2200 IF CLS="MOHK" THEN 2260
2210 ? Ml:? M1;"PICKING POCKETS ";P
P;"X";,,"HIDE IN SHADOWS ";HS;"X"
2220 ? M1;"0PEN LOCKS ";OL;"Y."
;,,; M HEAR NOISE ";HN;"X"
2230 ? M1;"FIND/REM0VE TRAPS ";TT;'T"
;,,;"CLIMB HALLS ";CW;"K"
2240 ? M1;"M0VE SILENTLY ";MS;"X"
;,,;"READ LANGUAGES ";RL;"}'."
2250 ? Ml;"BACKSTABBING ";1*INTC
CLU-1) /4) +2 ; "X" : RETURN
2260 ? Ml:? Ml;"OPEN LOCKS ";0
L;"K";,,;"FIND/REMOVE TRAPS ";TT;">'."
2270 ? Ml, '"MOVE SILENTLY "JMS;"^"
;,,;"HIDE IN SHADOWS ";HS; ,, X"
2280 ? Ml;"HEAR NOISE ";HN;">C"
;,,; "CLIMB WALLS ";CU;"r."
2290 RETURN
2300 0=0-64:P0KE 709,12:? "H":? :? "
WORKING; PLEASE WAIT":FOR E=8 TO 2
1:FCE)=0:HEXT E
2310 IF ATC1,N)<9 OR ATC5,NJ<7 THEN CM
DS=FTRS: GOSUB 1160:FTRS=CMD$:FC8)=1
2320 IF ATC1,N)<13 OR ATC2,M)<13 OR AT
C3,N)<14 OR ATC5,N}<14 THEN CMDS=RNGS:
GOSUB 1168:RNGS=CMD$:FC10)=1
2330 IF 0=2 OR 0=3 OR 0=4 OR 0=5 OR 0=
7 THEN IF RNG$Cl.lX>"Q" THEN CMDS=RNG
S:G0SUB 1160 :RNG$=CMDS:F CIO) =1
2340 IF ATC1,N)<12 OR ATC2,H)<9 OR AT C
3,N)<13 OR ATC5,N)<9 OR ATC6,N)<17 THE
N CMDS=PALS:GOSUB 1160
2350 IF ATC1,M)<12 OR ATC2,N)<9 OR ATC
3,N)<13 OR ATC5,N)<9 OR ATC6,N)<17 THE
N PALS=CMD$:FC12)=1
2360 IF 0<>1 THEN IF PALS C1.1J <>"H" TH
EN CMD$=PAL$: GOSUB 1160 :PALS=CMD$ : F C12
)=1
2370 IF ATC3,M)<9 OR 0=5 THEN IF CLE$C
1.1)<>"H" THEN CMDS=CLES: GOSUB 1160:CL
E$=CMDS:FC13)=1
2380 IF ATC3,H)<12 OR ATC6,N)<15 THEN
CMD$=DRU$: GOSUB 1I60 :DRU$=CMD$ :F C14) =1
2390 IF 0=2 OR 0=3 OR 0=4 OR 0=5 OR 0=
7 THEN IF DRUSC1.1)<>"[3" THEN CMD$=DRU
$:G05UB 1160:DRUS=CMDS:FC14)=1
2400 IF ATC4,N)<9 THEN CMDS=THF$ :GOSUB
1160 : THF$=CMDS : F C17) =1
2410 IF ATC1,H)<12 OR ATC2,N)<11 OR AT
C4,N)<12 OR 0=5 THEN CMDS=ASS : GOSUB 11
60:A5S=CMDS:FC19)=1
2420 IF ATC2.NX9 OR ATC4,N)<6 OR = 3
OR 0=4 OR 0=5 OR 0=7 THEN CMDS=MUS:G05
UB 1160 :MU$=CMD$:F CIS) =1
2430 IF ATC2,MX15 OR ATC4,N)<16 OR 0=
2 OR 0=3 OR 0=5 OR 0=7 THEN CMD$=ILL$:
GOSUB 1160:ILL$=CMDS:FC16)=1
2440 IF ATC1,N)<15 OR ATC3,N)<15 THEN
CMDS=MOS: GOSUB 1160:M0S=CMDS:FC20)=1
2450 IF ATC4,N)<15 OR ATC5,N)<11 OR 0<
>1 THEN IF M0$C1,1X>"C" THEN CMD$=MO$
:GOSUB 116G:MOS=CMDS:FC20)=1
2460 IF ATC1,N)<15 OR ATC5,N)<15 OR AT
C4.NX14 OR ATC3.N)>16 THEN CMD$ = BARB$
:GOSUB 116G:BARBS=CMD5:FC9)=1
2470 IF OOl THEH IF BARB5 Cl,l) <>"G3" T
HEN CMD$=BARBS: GOSUB 1160 : BARB$=CMD$:F
C9)=l
2480 IF ATC1,N)<15 OR ATC4,N)<15 OR AT
C5,N)<15 OR ATC2,N)<10 OR ATC3,N)<10 T
HEN GOSUB 2500:FC11)=1
2490 GOTO 2510
250O CMD$=CAV$: GOSUB 1160 :CAV$=CMD$ :RE
TURN
2510 IF 0=3 OR 0=4 OR 0=5 OR 0=7 THEN
IF CAVSC1,1X>"B" THEN GOSUB 2500:FC11
)=1
2520 IF ATC1,N)<15 OR ATC4.NX16 THEN
CMD5=ACBT$: GOSUB 1160 : ACBTS=CMD5 :FC18)
2530 FOR E=8 TO 20 :F C21) =F C21) +FCE) :NE
HT E:IF FC21)=13 THEN POP :GOSUB 3300:
GOTO 60
2540 RETURN
2550 POKE 709,0:? "15" : ? :? "WHICH CLAS
S DO YOU C";RA$;")":? "WANT ";
IS;" TO BE?"
2560 ? :? " 5-";ATCl,N) ;" I-";ATC2,N)
;" H-";ATC3,N);" D-";ATC4,N) ;" CN-";AT
C5,N);" CH-";ATC6,N);"tt"
2570 OPEN M1,4,0,"K:":GET M1,CMD:CL05E
Ml:IF CMD<65 OR CMD>77 THEH 2550
258G IF FCCMD-57)=1 THEN ? "I5":P0KE 70
9,12:? :? "QCHOOSE ONLY":? "THE HILIGH
TED CLASSES!": FOR E=l TO 50: NEXT E
2590 IF FCCMD-57)=1 THEN 2550
2608 0=CMD-64:0N GOTO 2610,2710,2630
,2720,2620,2640,2650,2690,2708,2670,27
30,2680,2666,5480
2610 CL5="FIGHTER":X=5:Y=4:G0SUB 1568:
GOTO 2740
2620 CL$="PALADIN":X=5:Y=4: GOSUB 1560:
GOTO 2740
2630 CL$="RANGER":X=5:Y=4:G0SUB 1560:G
OTO 2740
2640 CL$="CLERIC":X=3:Y=6:G0SUB 1560:G
OTO 2740
2650 CLS="DRUID":X=3:Y=6:G0SUB 1560:G0
TO 2740
2660 CL$= ,, M0NK":X=5:Y=4:G0SUB 1560:GP=
GP/10:G0T0 2740
2670 CL$="THIEF":X=2:Y=6:G0SUB 1560:G0
TO 2740
2680 CL$="ASSAS5IN":X=2:Y=6: GOSUB 1560
:G0T0 2740
2690 CLS="MAGIC-USER":X=2:Y=4:G0SUB 15
60:G0T0 2740
2700 CLS="ILLU5I0NI5T":X=2:Y=4:G0SUB 1
560:G0T0 2740
2710 CLS="BARBARIAN":X=5:Y=4:G0SUB 156
0:GOTO 2740
2720 CLS="CAVALIER" : X=INT C70*RND CI) +11
a
n
5-
S3
n
ft
re
P
ft
n
c
a
5'
c
CD
5
aq
CO
0) :G0T0 2740
2730 CLS="ACROBAT/THIEF" : X=2 : Y=6 : GOSUB
1560:G0T0 2740
2740 ES=0:IF 0>0 AND 0<6 THEN IF FC1) =
18 THEN ES=INTC100*RNDtO)+l) :GOTO 2860
2750 ON ATU,N)-2 GOTO 2760,2770,2770,
2780,2780,2750,2730,2800,2800,2810,281
0,2820,2820,2830,2840,2850
2760 HM=-3 : DM=-1 : WA=-350 : 0D=1 : BB=0 : GOT
2910
2770 HM=-2 : DM=-1 : WA=~250 : 0D=1 : BB=0 : GOT
2910
2780 HH=-1 : DM=0 : MA=-I5G : 0D=1 : BB=0 : GOTO
2910
2790 HH=0:DM=0:WA=0:0D=2:BB=1:G0T0 291
2880 HH=0:DM=G:MA=0:0D=2:BB=2:G0T0 291
2810 HM=Q:DM=G:WA=10O:OD=2:BB=4:GOTO 2
910
2820 HH=Q:DM=0:MA=2OO:OD=2:BB=7:GOTO 2
910
2830 HM=0 : DM=1 : HA=350 : 0D=3 : BB=10 : GOTO
2910
2840 HM=1 : DM=1 : HA=500 : 0D=3 : BB=13 : GOTO
2910
2850 HM=1 : DM=2 : HA=750 : 0D=3 : BB=16 : GOTO
2910
2860 IF E5<51 THEM HM=1 :DH=3 : WA=1000:0
D=3:BB=20:G0T0 2910
2870 IF ES<76 THEN HM=2 :DM=3:MA=1250:0
D=4:BB=25:G0T0 2910
2880 IF E5<91 THEN HM-2 :DM=4 : MA=150G :
D=4:BB=30:G0T0 2910
2890 IF ES<100 THEN HM=2:DM=5 :HA=2O0O :
0D=4:BB=35:G0T0 2910
2900 IF ES=100 THEN HM=3 :DH=6 :NA=3000 :
0D=5:BB=40
2310 IF ATC3,N)=3 THEN MA=-3
2920 IF AT(3,N)=4 THEN HA=-2
2930 IF ATC3,N}>4 AND AT(3,N)<8 THEN M
A=~l
2940 IF AT13,N)>15 THEN MA=AT 13,N)-14
2950 IF AT(4,N)=3 THEN RA=-3:AC=4
2960 IF AT(4,N)=4 THEN RA=-2:AC=3
2970 IF ATC4,H)=5 THEN RA=-1 : AC=2
2980 IF ATC4,N)=6 THEN RA=0:AC=1
2990 IF AT(4,H)=15 THEN RA=0:AC=~1
3000 IF AT(4,H)=16 THEN RA=1 : AC=-2
3010 IF AT14,N)=17 THEN RA=2:AC=~3
3020 IF ATC4,N)=18 THEN RA=3:AC=~4
3030 TRAP 3320:? "«":P0KE 709,0:? " M
HAT LEUEL 15 ";IS;:INPUT LV:IF LV<1 TH
EN LV=1
3040 IF LV>18 THEN ? "H":? :? "QYOU CA
N'T START A CHARACTER":? "OVER LEVEL 1
8":F0R E=l TO 150:NEXT EiGOTO 3030
3050 IF 0=3 THEN LV=LV+1
3060 IF 0=7 THEN IF LV>12 THEN ? "H":?
:? "YOU CAN'T START A DRUID":?
3070 IF 0=7 AND LV>12 THEN GOTO 3030
3080 HP=0:FOR E=l TO LV:IF 0=1 OR 0=4
OR 0=5 THEN GOSUB 1600
3090 IF 0=3 OR 0=6 OR 0=7 THEN GOSUB 1
610
3100 IF 0=10 OR 0=11 OR 0=12 THEN GOSU
B 1620
3110 IF 0=13 OR 0=8 OR 0=9 THEN GOSUB
1630
3120 HP=HP+A:NEXT E
3130 IF 0=2 THEN GOSUB 3240:G0T0 3220
3140 IF AT(5,H)>14 THEN ON ATC5,H)-14
GOTO 3160,3170,3180,3190
3150 GOTO 3200
3160 HP=HP+LV:GOTO 3220
3170 HP=HP+CLV*2) :G0T0 3220
3180 HP=HP+CLV*3) :GOTO 3220
3190 HP=HP+CLV*4) :GOTO 3220
3200 IF ATC5,N)=3 THEN HP=HP- CLV*2) :G0
TO 3220
3210 IF AT(5,H)<8 THEN HP=HP-LV : GOTO 3
220
3220 IF CL$="THIEF" OR CLS="AS5ASSIN"
OR CL5="ACR0BAT/THIEF" THEN GOSUB 1870
3230 POKE 709,10:? "«":? "PRINTING CHA
RACTER SHEET": GOTO 1170
3240 FOR E=l TO LV
3250 A=INTtl2*RND(0)+l)
3260 HP=HP+A
3270 NEXT E
3280 IF LV>14 THEN HP=HP+2*tl8-LV)
3290 RETURN
3300 GRAPHICS 17:? 06:? 86:"THIS CHARA
CTER":? tt6;"DID NOT QUALIFY":? 86;"F0R
HOB":? 86;"CHARACTER CLASS"
3310 FOR E=l TO 200:NEXT E:RETURN
3320 ERR=PEEKC195J :IF ERR=130 OR ERR=1
33 OR ERR=138 THEN ? "*":POKE 709,12
3330 IF ERR=8 THEN ? "«":POKE 709,12:?
:? " QlNPUT ERROR; TRY AGAIN!":?
:FOR CHD=1 TO 100: NEXT CMD:GOTO 3030
3340 ? :? "Q PLEASE TURN YOUR PRIHTE
R ON!":? :TRAP 3320: FOR CMD=1 TO 50: HE
XT CMD:GOTO 3030
3350 AT{7.H)=E5:ATC8,N)=LV:ATC9,1)=HP:
ATC10,H)=AT:AT(ll,N)=MA:ATtl2,N)=HM:AT
tl3,N)=DM:AT(14,N)=AC
3360 ATC15,H)=0D:ATC16,N)=BB:ATC17,N)=
FT : AT (18 , N) =GP : AT (19 , N) =IH : AT C20 , H) =WT
:AT(21,1)=CHAR
3370 AT(22,1)=N
3380 CLOSE tt3:0PEN 83,8, 0,"D :CHARACTR .
DTA":PRINT tt3; CHAR: PRINT 83; HAMS : CLOSE
tt3
3390 OPEN «3,8,Q,NAM$
3400 FOR E=l TO 30:F0R J=l TO CHAR
3410 PRINT 83,AT(E,J)
3420 NEXT J: NEXT E
3430 PRINT 83;LNAM$
3440 CLOSE 83: RETURN
3450 CLOSE B3:0PEH 83, 4 , 0, "D : CHARACTR .
DTA":INPUT 113; CHAR: INPUT 83;NAM$ :CL0SE
«3
3460 OPEN 83, 4,0, HAMS
3470 FOR E=l TO 30:F0R J=l TO CHAR
3480 INPUT 83,X:AT(E, JJ =X
3490 NEXT J:NEXT E
3500 INPUT 83,LNAM$
3510 CLOSE 83:RETURN
3600 CMD=PEEKC161 :IF CMD>127 THEN CMD=
CMD-128:P0KE 16,CMD:P0KE 53774.CMD : RET
URN
3700 GRAPHICS 0:POKE 710,2:P0KE 709,10
:POKE 752,l:P0SITI0N 2,5:? "THERE ARE
";CHAR-CN-1J;" CHARACTERS LEFT TO"
3710 ? "GENERATE IN THIS FILE":? :? "T
HE ";NAMS;" FILE":? "DECLARED ";CffflR;"
CHARACTERS":? "TO GENERATE."
3720 ? :? N-l;" HAVE BEEN GENERATED."
3730 ? :? :? "DO YOU WANT TO CONTINUE
WITH":? "THE ";HAM$;" FILE?"
3740 GOSUB 3600:OPEN 84, 4,0,"K:" :GET 8
4,E:CL0SE 84:IF E=89 THEN RETURN
3750 IF E=78 THEN N=CHAR:POP :G0T0 110
3760 GOTO 3740
22100 DATA HUMANS HAVE NO PARTICULAR B
0HU5ES OR, 1,1
22101 DATA PENALTIES., 37,0
22102 DATA *,0,0
22280 DATA 90K resistance to SLEEP and
CHARM, 1,1
22201 DATA spells CPlUS SAVING THROW),
36,0
22202 DATA >,0,O
22203 DATA When using a bow (NOT CROSS
BOH) or, 1,1
22204 DATA shortsword or longsword; El
ves gain a, 37,0
22205 DATA +1 on the "TO HIT" roll.,1,
22206 DATA >,0,0
22207 DATA Elves speak Elvish; Gnone;
Half ling;, 1,1
22208 DATA Goblin; Hobgoblin; Orcish;
Gnoll and, 38,0
22209 DATA CoHMon languages ., 1,0
22218 DATA >,0,0
22211 DATA Elves have infravision up t
o 60 feet. ,1,0
22212 DATA >,1,0
22213 DATA Elves have a 1 - 6 chance o
f noticing, 1,1
22214 DATA a SECRET DOOR if within 10'
or a 2 in, 39,0
22215 DATA 6 chance if actively lookin
22216 DATA *,0,0
22300 DATA Dwarves gain +1 for each 3
1/2 pts,l,l
22301 DATA of constitution on their sa
ving throw, 39,0
22302 DATA vs MAGIC WANDS; STAVES; ROD
S and, 1,1
22303 DATA SPELLS., 34,0
22304 DATA >,0,0
22305 DATA SaHe as above for all savin
g throws, 1,1
22306 DATA vs Poison., 37,0
22307 DATA >,0,0
22308 DATA Dwarves speak Dwarven; GnoH
e; Goblin;, 1,1
22309 DATA Kobold; Hal fling and Connon
languages, 38,0
22310 DATA >,0,0
22311 DATA Dwarves have infravision (6
feet). ,1,0
22312 DATA >,0,0
22313 DATA 75K detect grade or slope i
n passage. ,1,0
22314 DATA >,0,0
22315 DATA 75Y. detect new construction
or, 1,1
22316 DATA passage/tunnel . ,32,
22317 DATA >.G.O
n
sr
&j
H
ft)
o
Ft-
re
O
ft
3
n
R
o
22318 DATA 66* detect sliding or Shift
ing rooHS,i,l
22319 DATA or walls. ,38,8
22320 DATA >,8,0
22321 DATA 50* detect traps involving
pits, 1,1
22322 DATA falling blocks or other sto
nework. ,33,0
22323 DATA >,0,0
22324 DATA Add +1 on "TO HIT" die roll
vs ores;, 1,1
22325 DATA Half-Ores; Hobgoblins and G
oblins. ,37,0
22326 DATA >,0,0
22327 DATA Subtract four C4J froH all
"TO HIT", 1,1
22328 DATA rolls Made by giant class h
onsters,38,0
22329 DATA against Dwarves., 1,0
22330 DATA *,8,8
22400 DATA Gnones gain +1 for each 3 1
/2 point, 1,1
22401 DATA of constitution on their sa
ving throw, 37,0
22402 DATA VS MAGIC WANDS; STAVES; ROD
S and, 1,1
22403 DATA SPELLS., 34, 8
22404 DATA >,0,0
22405 DATA GnoMes Hay connunicate with
any, 1,1
22406 DATA Burrowing nannel (such as m
oles etc .J ,34,0
22407 DATA >,0,0
22408 DATA Gnones speak GnoMe; Dwarvis
h; Goblin;, 1,1
22469 DATA Kobold; Hal fling and CoHHon
languages, 39,0
22410 DATA >,0,0
22411 DATA Infravision up to 60 feet.,
1,0
22412 DATA >,0,0
22413 DATA 80* detect grade or slope i
n passage. ,1,0
22414 DATA >,0,0
22415 DATA 70* detect unsafe walls; ce
ilings etc, 1,0
22416 DATA >,0,0
22417 DATA 60* deternine depth undergr
ound,l,0
22418 DATA >,0,0
22419 DATA 50* deternine direction of
travel, 1,1
22428 DATA underground tie North-South
-East or, 35,0
22421 DATA HestJ,l,0
22422 DATA >,8,8
22423 DATA Add +1 to all "TO HIT" die
rolls vs,l,l
22424 DATA KOboldS or Gobi ins. ,38,8
22425 DATA >,8,8
22426 DATA Subtract four U) fron all
attacks, 1,1
22427 DATA Made against Gnones by Gian
t class, 36, 8
22428 data Monsters . ,1,0
22429 DATA *,8,8
22500 DATA Halflings gain +1 for each
3 1/2 PtS,l,l
22501 DATA of constitution on their sa
ving throw, 38,0
22582 DATA VS MAGIC NANDS; STAVES; ROD
S and, 1,1
22503 DATA SPELLS., 34,0
22504 DATA >,0,0
22505 DATA SaMe as above for all savin
g throws, 1,1
22506 DATA VS Poison., 37,0
22507 DATA >,8,8
22588 DATA Halflings speak Dwarvish; E
lvish; ,1,1
22569 DATA GnoMe; Goblin; Halfling; Or
cish; and, 35,0
22510 DATA CoMMon Languages . ,1,0
22511 DATA >,0,0
22512 DATA Infravision = 68 feet if pu
re Stout, 1,1
22513 DATA and 38 feet for all other H
alf lings. ,38,8
22514 DATA >,B,8
22515 DATA 75* detect grade in passage
Cup/down? ,1,6
22516 DATA >,8,8
22517 DATA 58* deternine direction und
erground.1,1
22518 DATA CHorth-South-East or West),
37,0
22519 DATA *,8,8
22600 DATA 30* resistance to SLEEP and
CHARM, 1,1
22601 DATA spells. ,36,0
22602 DATA >,8,8
22683 DATA Half-Elves speak Elvish; Gn
OMe; ,1,1
22604 DATA Halfling; Goblin; Hobgoblin
; 0rcish,33,8
22665 DATA Gnoll and ConMon languages.
,1,8
22606 DATA >,8,0
22607 DATA Infravision up to 68 feet.,
1,0
22688 DATA >,8,8
22689 DATA 1 in 6 chance of spotting a
secret, 1,1
22618 DATA door Within 10' (2 in 6 if
actively, 36, 8
22611 DATA looking) and 56* for spotti
ng a, 1,1
22612 DATA concealed door. ,33,8
22613 DATA *,8,8
22786 DATA Half-8rcs speak Orcish and
COMHOn. ,1,0
22761 DATA >,8,8
22782 DATA Infravision up to 66 feet.,
1.0
22763 DATA *,0,0
CHECKSUM DATA.
(see page 13)
10 DATA 455,701,556,49,237,880,302,2,9
40,168,498,612,370,946,37,6747
155 DATA 776,872,36,143,993,765,675,84
5,711,693,287,967,405,494,467,9129
290 DATA 617,868,56,518,24,986,450,342
,660,715,755,292,773,544,541,8081
440 DATA 38,32,649,742,727,967,298,243
,260,595,53,305,536,692,889,7010
580 DATA 585,793,541,141,781,277,406,7
63,955,733,468,840,456,877,988,9536
730 DATA 406,279,836,742,994,877,287,2
56,408,587,869,194,108,419,613,7875
870 DATA 810,433,50,29,600,734,410,609
,600,102,417,621,345,386,780,6926
1020 DATA 857,297,294,298,299,786,978,
812,195,275,855,43,38,787,413,7227
1176 DATA 18,667,474,817,300,881,130,7
04,414,474,968,291,23,126,256,6395
1320 DATA 400,457,185,271,641,722,291,
292,655,11,513,73,310,870,926,6617
1420 DATA 13,508,976,988,198,533,954,7
32,168,612,959,387,41,191,799,7899
1560 DATA 78,742,662,863,46,854,853,85
2,836,871,654,746,216,748,213,9162
1718 DATA 743,143,745,362,747,251,749,
515,993,803,284,343,57,513,492,7740
1860 DATA 809,799,706,296,286,937,934,
60,969,83,799,949,979,57,818,9473
2818 DATA 939,970,217,16,988,94,997,51
1,125,421,427,386,544,428,896,7959
2160 DATA 274,987,793,637,488,519,86,1
46,324,722,211,516,796,142,262,6903
2326 DATA 307,276,366,869,934,343,260,
286,587,84,215,555,734,403,449,6668
2470 DATA 204,175,729,788,425,357,17,8
00,327,768, 336 , 6 , 242 , 968 , 923 , 7065
2620 DATA 915,47,5,644,615,647,86,352,
619,429,948,782,433,778,354,7654
2770 DATA 351,598,933,930,55,64,262,26
2,294,956,9,982,338,924,602,7560
2920 DATA 604,990,686,65,66,67,862,391
,362,368,374,366,528,58,753,6480
3078 DATA 498,586,996,258,58,814,743,3
6,716,919,421,424,427,513,26,7349
3220 DATA 642,838,455,664,649,489,295,
798,580,670,77,557,387,699,565,8365
3370 DATA 839,70,561,555,656,502,661,8
83,63,549,562,380,509,629,883,8362
3600 DATA 115,559,679,817,61,501,764,7
48,870,325,97,40,235,118,595,6524
22204 DATA 960,260,130,294,644,104,114
,719,123,287,340,881,112,595,304,5867
22302 DATA 203,876,125,287,689,134,743
,817,115,163,121,585,127,487,69,5541
22317 DATA 136,801,718,117,674,262,126
,687,128,135,219,286,99,99,343,4822
22401 DATA 303,204,877,126,172,561,135
,978,819,116,58,122,577,128,709,5885
22416 DATA 134,890,140,845,559,622,124
,181,383,133,910,156,668,125,708,6498
22501 DATA 305,205,878,127,289,691,136
,311,562,18,120,53,489,129,549,4862
22516 DATA 135,360,601,124,38,259,122,
565,345,897,134,76,140,122,634,4552
22611 DATA 240,24,107,322,128,62,186,9
81
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INTERVIEW
71
ON-LINE
by Russ Wetmore
For ali you budding software devel-
opers, here's an interview with a top
programming team. Steve Ahlstrom and
Dan Moore of The 4th Works, Inc. have
an impressive record to date. Their latest
releases have been widely praised by
critics, in addition to being heaithy sel-
lers in the marketplace.
SynFile + (published by Synapse Soft-
ware) is generally regarded as the pre-
mier database manager for the Atari 8-
bit computer line. PaperCIip (published
by Batteries Included) holds the same
position in the area of word processing.
Their most recent effort, BackTalk
(co-written with Don Curtis and market-
ed by Antic Software) is one of Antic's
best sellers. They're currently involved
in software development under GEM for
the Atari ST and other GEM-based ma-
chines.
Next time, I'll begin a series on Atari
ST development software environments.
Included will be the Atari developers kit,
Megamax C, Lattice C, TDI Modula-2,
and others. If you have specific develop-
ment software you'd like to see review-
ed, drop me a line, in care of ANALOG
Computing.
RW: Steve, what's your background,
and how did you come to start program-
ming for Atari computers?
SA: I basically come from the music
world. I've done a little of everything:
a touring and studio musician, a disk
jockey, a luthier (stringed instrument
maker) etc.
I went to College of the Sequoias in
Visalia, California from 1969 to 1971,
majoring in music, and then San Diego
State from 1972 to 1974, majoring in tel-
ecommunications and film. I dropped
out with one semester remaining, to go
on the road as a musician.
I discovered computers in 1978 and
knew I just had to get involved. Basical-
ly, I wanted to play games, but then de-
cided that, although computer games
were interesting, they were not nearly
as complex as I thought they would be.
My original concept of computers was
that of the general population: intelli-
gent machines. I didn't realize someone
had to put the information into them . . .
comes from watching/reading too much
science fiction, I guess.
RW: Dan, how about you?
DM: I basically started "playing" with
computers in high school. They had a
Hewlett Packard lab computer with 8K
words of core (memory) and HP educa-
tional BASIC. I spent three years of high
school learning everything there was to
know about the HP.
When I got to college, I started play-
ing with the mainframe and got my in-
troduction to "structured programming."
I was majoring in chemical engineering
at the Colorado School of Mines. I got
tired of school and took some time off
to "recover."
About that time, I saw an ad for the
Sinclair ZX-81 for $150. I decided that
if I could get a computer for $150 I
would, but I started by checking out the
other machines available. (This was in
1980.)
First, I looked at the Apple II, which
I liked, but I thought it was too expen-
sive — and I wasn't that impressed with
the graphics. Finally, I found a store that
sold Ataris and got my first demo of Star
Raiders. I bought an Atari 800 with 16K
and a cassette recorder within a week.
RW: Star Raiders sold a lot of Atari
computers. Did it impress you as much,
Steve?
SA: Yes, but it almost turned me off to
computers permanently!
When I got my Atari 800 (April 1980)
I got an 8K machine with a 410 cassette
recorder and Star Raiders. I got home,
unpacked it, and decided I'd read the
documentation later. I managed to get
it hooked up to the TV and plugged in
the Star Raiders cartridge.
I was playing along, when, all of a
sudden, I got a message at the top of the
screen that said, Computer Damaged. I
panicked! I pulled the plug and almost
cried! I had just paid $1200 for the
darned machine.
ANALOG COMPUTING
APRIL 1986 / PAGE 89
7! ON-LINE
continued
Then I read the directions for the ma-
chine and the game. I hate to think what
I would have done if the message had
said Computer Destroyed!
RW: Collaboration is a tricky process.
What would you say are your strongest
individual talents, and how do you ap-
ply them to your collective programming
efforts?
SA: I make a great margarita!
DM: Steve is very good at the visual
side of programming — that is, the user
interface. So, most of what people see
in our programs was designed and writ-
ten by him.
Since I have a "heavy" computer back-
ground, I'm usually the one who takes
on the guts of our programs, the code
that actually does the work. But there
are some exceptions to that, of course.
SA: Right. I'm weak on programming.
Unlike a lot of people, I have to work at
it, and it's not "fun." I do enjoy design-
ing and implementing the user interface,
because I've used so many programs
that require a manual at your side, just
to figure out how to do elementary stuff.
I like commercial software to be intui-
tive in its use. That has its own draw-
backs, though; a program that's too
friendly could turn off "power" users, as
well as help promote software theft.
Because of the graphic interface of
GEM, programs can now be designed to
be both powerful and easy to use.
RW: I'm curious. . .Do you find that
programming is as rewarding or as much
fun now as it was when you were strict-
ly hobbyists?
DM: The answer to that is yes and no.
I still enjoy writing programs, but there's
a big difference between working on a
program for a couple of hours a night for
a month (like I did when it was a hob-
by) and the six months to a year of ten-
and twelve-hour days I spend on a pro-
gram now.
I tend to get bored with a program
and want to do something different. But
I can't, since I have to finish — or I don't
get paid.
SA: Same here: yes and no. I still get
a kick out of programming, because I'm
constantly learning. But working on one
project for months on end, against a
deadline, with constant changes and re-
visions, can get to be a bit tedious.
Because of the time involved in a
commercial project, I find that I don't
have the time to do the personal projects
that I'd like to, just for fun.
DM: One last thing I miss is the hob-
byist's "attitude" toward bugs in a pro-
gram. If there are bugs when you write
something for fun and give it away, you
just say "Be careful, there are still a few
bugs in it." But, as a professional pro-
grammer, I have to fix every single bug
I find.
That can sometimes be a real bore,
since the bugs can get really obscure and
hard to find. It takes several months to
fully test and debug a big program, and
that whole time I just feel frustrated. I
want to be doing something new, not fix-
ing something I just did.
RW: You've become well known for per-
sonal productivity software. SynFiIe +
and PaperClip have both done extreme-
ly well in the marketplace. Have you
ever considered trying your hand at a
game, or educational software?
DM: We've talked about doing some
game programs for the new 16-bit com-
puters (the Atari ST and the Commodore
Amiga) , but they're still at the idea stage.
For one thing, we just don't have the
time to write a game and finish our other
programming commitments.
SA: I would personally love to do a
game. A couple of things have stopped
us.
The game market may not be dead,
but it isn't as healthy as it could be. For
us to write a game, because of our own
"pride" or whatever, we'd want it to be
as original and creative as possible —
and game design just isn't our strong
point.
Also, if a game is lucky enough to be
a hit, its selling life is normally limited
to about ninety days. It will sell large
numbers for a short period of time. An
application program may not take off as
quickly, but will generally be selling
steadily for two to three years. That
makes more sense to me.
RW: The industry has matured great-
ly since your first program was pub-
lished. "If you knew then what you know
now," would you have done anything
differently? In other words, what would
you choose to write, how would it he
published, who would handle it, etc.?
DM: The biggest thing I would have
done is not to have limited us to just the
Atari market. I love Atari computers, but
with the ups and downs in their sales,
it makes me very nervous to be depen-
dent on just them.
We should have supported the Com-
modore 64 and the Apple II, although
the Atari 800 was a much better, friend-
lier machine to work on.
SA: I think I'd do basically the same
tiling. I'd just be a, little more hard-nosed
on the contract and monetary side of
things.
As Dan said, we will definitely not be
wearing our Atari-only blinders in the
future. Trying to run a business on the
life and times of Atari is a little less than
secure. I'm sure we'll take a lot of heat
on this from Atari loyalists, but that's the
way it is. We won't, by any means, be
moving away from the Atari world, but
we'll be expanding our own horizons.
RW: What are your opinions about the
new "windows and mice" type of user
interface, which is fast becoming the
standard?
DM: I personally find that kind of in-
terface to be very nice. I like some of the
visual things you can do to aid the user,
like icons. But it does have some draw-
backs.
It can be very frustrating to the "pow-
er" user to have to point to a menu with
a mouse just to delete a block of text.
One of the things we're doing in our
GEM-based software is making sure that
the mouse doesn't get in the way of the
user. People like to keep their hands on
the keyboard sometimes.
SA: I really like GEM from both a pro-
grammer's and a user's point of view.
GEM, for the programmer, can be very
intimidating at first. Digital Research
has been very supportive, with ques-
tions and example code for those de-
veloping GEM software on MS/DOS
machines. Atari could learn a great deal
from DRI in their support for those do-
ing development on the ST.
GEM does have some bugs, but, on
the whole, it seems to be a lot more sol-
id than Amiga's Intuition. Also, because
of its portability between different com-
puters, I think it has a very good chance
of eventually becoming the graphics in-
terface standard.
DM: One thing about GEM that bothers
me is the amount of code required to do
even the simplest things. It often takes
three or four AES/VDI calls to achieve
simple results like printing text or open-
ing a window.
Also, some of the GEM output rou-
PAGE 90 / APRIL 1986
ANALOG COMPUTING
tines are kind of slow, particularly the
text output routines. I'm having all sorts
of problems with speed because of that.
GEM could use some "optimization" for
greater speed.
RW: Speaking of windowed environ-
ments (some segue, huh?) what are your
thoughts on the recent Apple/Digital Re-
search settlement?
DM: I don't like it. I know why Apple
felt they had to threaten people who "rip
off" the Macintosh, but they're going to
kill what might have become the second
great standard user interface (the first
being the A> prompt of CP/M and
MS/DOS fame). You'll still see mice,
windows and icons in user interfaces,
but they'll all be different.
SA: I really wish Apple hadn't gone af-
ter DRI, because I believe a "standard"
user interface will help revitalize the in-
dustry across the board. It will still hap-
pen, but will no doubt take longer.
On the business side of things, I think
Apple had every right to do what they
did. If the decision was mine, I would
have probably done the same thing.
Like others, I feel that Apple's real
motivation was not so much to slow
down DRI, but to try to slow down Atari.
I'm sure that Apple realizes that they'll
lose a significant number of Macintosh
sales to the Atari ST.
RW: Well, with this in mind, what do
you think is the future of Atari? Has Jack
TramieJ's running of the company affect-
ed your opinion?
SA: People have been eulogizing Atari
for a couple of years now. I think they'll
survive, but probably will never be the
moneymaker they once were.
Under Warner Communications'
ownership, they had tremendous image
problems. Warner's marketing people
didn't know what a computer was, and
tried to market it as an advanced game
machine.
Under the Tramiel regime, things are
slowly changing. But Tramiel brought
his own set of image problems with him
to Atari: low quality control and mak-
ing a machine as cheaply as possible,
rather than making it as cheaply and as
reliably as possible.
DM: Those are pretty much the prob-
lems that I see. But don't forget that Jack
Tramiel built up Commodore, till it was
the maker of home computers. He may
do the same thing for Atari.
RW: Assuming that Atari makes it
(knock on wood), what do you feel is the
biggest problem facing the software in-
dustry?
SA: Piracy.
DM: Beginning programmers have less
of a chance now, I believe. I don't think
it's possible to make a living from soft-
ware for just one machine — except for
IBM, that is — and the person trying to
break into the industry can't afford all
of the machines and time it takes to de-
velop software on multiple machines.
All he can do is hope that a major
publisher will pick him up. And they
seem to be sticking with the "es
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CIRCLE #134 ON READER SERVICE CARD
ANALOG COMPUTING
APRIL 1986 / PAGE 91
2 ! ON-LINE continued
lished" names, since they know these
people can deliver good work.
SA: The right publisher is very impor-
tant to a programmer's success. We've
been extremely fortunate in working for
some great people on the publishing and
distribution end of the business.
Brian Lee at Synapse, Michael Reich-
mann at Batteries and Gary Yost at An-
tic Software have been more than co-
operative and supportive — very much
unlike horror stories I've heard from
other developers working with different
companies.
They just have to do a technically bet-
ter job now than they did then, because
the buying public is more sophisticated.
However, the chance of success then, as
well as now, is slim. Think back to all
the "name" programmers of just three
years ago. Most are no longer visible in
the business.
I liken the success of a software de-
veloper to that of the garage rock 'n roll
band: you have a chance, but it's what
you do with that chance that counts.
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CIRCLE #135 ON READER SERVICE CARD
DM: I see three real problems facing
the software industry. The first two are
related: piracy and people's growing re-
jection of copy protection in programs.
The third big problem is coming up with
a reason why people need to buy a com-
puter and software for use at home.
Most people don't need a word pro-
cessor or a database or spreadsheet pro-
gram, so why should they buy the com-
puter or the software?
RW: Do programmers starting out to-
day have the same or a better or worse
chance to make a living as programmers
did in the past?
SA: Well, I'd have to say a qualified
yes; beginning programmers have the
same chance now as they did five years
ago.
RW: I sa}' "making a Jiving," because
many developers like yourselves depend
on the programs' royalties for their sole
income. How badly do you feel you've
been hurt by software theft?
DM: It's really hard to tell. We have
been affected, but I don't know how to
calculate a hard figure for dollars lost.
Still, considering that people are always
asking me or Steve for help with Paper-
clip and SynFile + on CompuServe, and
the questions are things that are very
definitely in the manual, I'm sure there
are lots of stolen copies of our work out
there.
I don't think most of them realize they
are stealing money from Steve and me
when they steal a program of ours. And
we aren't exactly rich, so we do notice.
The biggest thing I think it does is
discourage us from doing revisions of
our programs. If sales are slow due to
theft, bringing out a "new and improv-
ed" version isn't going to change that.
The so-called pirates are just hurting
the honest user, who wants or needs the
upgrades.
SA: Piracy. I don't like that word; it's
too romantic. Let's call it what it is:
theft.
Most people see software theft as a
victimless crime. Obviously, it's not.
Look at all the "name" programmers
who got started in the Atari world.
Where are they now? Most of them ei-
ther quit the business or moved on to
other computers. Software theft was a
major consideration in their decisions.
It has to be dealt with on several lev-
els. The most obvious and important
area is that of education. Too many par-
ents have no idea in the world what their
children are doing with their computers.
They're just glad that the kids are home
and off the streets. But there has to be
some amount of participation by the
parents in their children's activities.
Software theft isn't limited to just kids,
and I don't want to leave that impres-
sion. I know of many professional peo-
ple (doctors, lawyers, architects, etc.)
who have huge collections of illicit soft-
ware. They should know better. As
adults, they should be setting the exam-
ple for their children. What's also need-
ed is enforceable legislation dealing with
the problem.
DM: If we knew the answer to the prob-
lem of software theft, we'd be rich. As
Steve said, one thing that needs to be
done is education.
People don't realize that software theft
hurts us, not a faceless "big company"
somewhere. Also, many people don't
know what the law says. They can go to
jail for giving away copies of a copyright-
ed program without the copyright hold-
er's permission. Unfortunately, that's
very hard to accomplish, since most law
enforcement agencies don't want to
bother with it.
RW: How much do you figure it costs
you as developers to get a product from
the idea stage to a finished, saleable pro-
duct ("cost" meaning time and money)?
SA: For a large project (nine to twelve
months) , it costs us in the neighborhood
of $25,000 to $35,000, figuring money to
live on . . .
DM: That is, to live cheaply on.
SA: . . . money to pay for the office,
lights, heat, etc. A much larger expen-
diture is felt by the publisher, who has
to foot the bills for the advertising, pack-
aging, duplication, distribution, etc.
But, on our end, we may not see a re-
turn on our investment of time and mon-
ey for a year or so after release, and that's
if the program is a commercial success
— which is definitely not guaranteed.
DM: When we say "nine to twelve
months," we mean nine to twelve
months of working ten or twelve hours
a day, seven days a week.
I usually take, maybe, two nights a
week off — meaning I work only eight
hours that day — and one whole day a
month. A lot of just plain old work and
sweat goes into producing a program.
SA: Programming is neither glamorous
nor particularly financially rewarding.
PAGE 92 /APRIL 1986
ANALOG COMPUTING
It's a crapshoot, like any other small
business.
RW: I've had it suggested to me that the
days of the single programmer might be
drawing to a close. With the sophistica-
tion demanded by feature-conscious
consumers, do you /eel that developing
software may soon be relegated to teams
of programmers, clustered around main-
frame terminals? Or does the "garage
hacker" still stand a chance?
DM: I think that the mainframe teams
are overrated for many projects. They
tend to be the ones writing the "super
integrated programs" that do literally
everything — and don't sell that well.
One programmer never really knows
what the others are doing, so there's a
lot of duplication of effort, even with
good management of the team.
The different pieces of the programs
often "feel" different when you run
them. You can tell that they weren't writ-
ten by an individual or a small group
(two to four people).
This is the long way of saying that I
think there's a big place for the "small
guy" working alone or with two or three
other people.
SA: I think that a commercially suc-
cessful application program almost cer-
tainly requires more than one program-
mer. A single individual just doesn't have
enough hours in the day to design, code,
debug and get to market any one pro-
gram, in time to be competitive.
But, as Dan said, large teams aren't
the answer. The large team approach
usually shows in the finished product —
it's usually not very cohesive. A team of
two to four people, working closely in
the same office is, to me, much more de-
sirable.
DM: It's just as important to have peo-
ple around giving "advice" as having lots
of programmers. Sometimes you miss
the obvious "features" that should be
present. Or they can tell you that the
user interface isn't as good as it could be.
With large teams, it takes time to
switch directions. A single programmer
or a small group can change goals and
designs very quickly.
SA: Right. Not enough can be said of
trusted people who act as alpha or beta
testers.
RW: Okay, enough business talk. Some
of our readers might be interested to
know what kind of games programmers
like to play.
DM: I've gotten kind of burned out on
computer games. The only ones I still
play are Encounter and Battlezone, the
arcade version.
SA: I haven't had the time, or desire,
to play a computer game for longer than
I care to remember. Games were becom-
ing clones of themselves.
I hope, with the new 16-bit, 68000-
based machines, the art of game pro-
gramming will be enhanced, and more
inventive, complex games will start
showing up.
But, back to the question: my all-time
favorites are JawBreaker, Encounter,
Shamus and Preppie!
DM: Not fair — bribing the interviewer!
RW: Flattery will get you anywhere.
(Sheesh.J How about what you like to do
when you're not sitting in front of a ter-
minal? Your "noncomputer" avocation,
if you will.
SA: Sleeping, mostly!
DM: What is "noncomputer"?
RW: Such a human interest angle. . .
SA: Actually, I enjoy the rather mun-
dane things, like spending quality time
with my wife and eighteen-month-old
son.
DM: When I can, I try to get out with
friends and do anything that's not relat-
ed to computers. I like to take trips —
though, mostly, those that are related to
computers, like going to COMDEX.
And, of course, we both try to see the
Denver Broncos in the winter.
RW: What are you currently working
on, and when can we expect to see the
fruits of your labors?
DM: Our current big project is Paper-
clip Elite for Batteries Included. It will
be their new top-of-the-line word
processor for the IBM, ST, Amiga, etc.
It has a lot of very useful and power-
ful features, such as an integrated real-
time spelling checker (it checks spelling
of the words as soon as you type them) ,
the ability to edit and see up to eight
different files at once, an idea processor,
and a small graphics editor. Plus a lot
of other things that I can't remember
right now. The "features" list we wrote
up is over four pages long.
RW: As a final question, if you had one
piece of advice to give to a developer just
starting out, what would that advice be?
SA: Start with a good idea. Be willing
to live on nothing or next to nothing —
or, better yet, be independently wealthy
before even considering it!
DM: Details count. The difference be-
tween a public domain program and a
commercial program is most visible with
the small things, like error trapping.
A public domain program will often
accept any type of input at a prompt,
then has to issue an error message, or
just dies. A good commercial program
checks input as it's typed. You can't en-
ter the wrong thing.
This is one of the things I look at
when I want to hire a programmer: did
they remember the little details, along
with the main goal?
SA: That last 10% of "polish" can
mean the success or failure of any pro-
gram. H
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CIRCLE #136 ON READER SERVICE CARD
ANALOG COMPUTING
APRIL 1986 / PAGE 93
■COTUTER CRERTlDnS'
YOUR ATARI 520ST SOFTWARE SUPPORT CENTER
ACTIVISION
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CIRCLE #137 ON READER SERVICE CARD
Winter
CES 1986
A Rill Report
by Arthur Leyenberger
This is my third visit to the Winter
Consumer Electronics Show in Las Ve-
gas, Nevada. In 1984, times were differ-
ent. The video game craze was still at
its height. James Morgan, the newly in-
stalled Chief Executive Officer of Atari,
was promising "high technology elec-
tronic products for the home."
Winter CES 1985 saw an emphasis on
personal productivity in software and
hardware, plus educational software.
There was a "new" Atari, under Jack
Tramiel, whose promise was "Power
without the Price." The 520ST was the
big news in 1985, and the XE line got
its share of attention.
After spending four days "pounding
the pavement" at the 1986 Winter CES,
I can enthusiastically (albeit tiredly] say
that Atari has done it! The promises
made a year ago about "Power without
the Price" have come true, and there are
more "true believers" in the ST now than
ever before. The tone of the show itself,
though, was dramatically different from
its predecessors.
Software companies were nowhere to
be found. Some of the big names in
home computer software were either not
present or had small hospitality suites
in local hotels. These companies decid-
ed it would be more cost-effective not
to have an exhibit at the show, but still
wanted to show distributors, retailers
and the press their new wares. Infocom,
CBS Software and Broderbund, just to
name a few large companies, weren't at
the show at all.
Another difference this year 'was the
absence of hardware companies. In years
past, Commodore and other home com-
puter manufacturers typically showed
up. Commodore not only failed to appear
at CES, but had not appeared six weeks
earlier at COMDEX. Speculators suggest
that the future of Commodore — and the
highly publicized Amiga — is uncertain
at this time.
Atari's presence.
The Atari exhibit at COMDEX and
that in Las Vegas had over fifty de-
velopers displaying, demonstrating and
strutting their stuff, using Atari-supplied
equipment. The CES exhibit was less
grand, being smaller in size and not as
dramatic. The Atari booth consisted of
several dozen video monitors on one
wall showing videotapes, primarily of
ST software from third-party developers.
In the center of the exhibit, two ST
computers were used by software ven-
dors on a time-share basis. Each com-
pany was allowed an hour or two to
demonstrate their new products to an
enthusiastic crowd.
Next to the STs were two XE com-
puters, a 130XE and a 65XE. Both 8-bit
machines were demonstrating existing
and soon-to-be-released Atari programs.
One product shown was the Home
Astronomer. This under-$50 product
contains over 15,000 plotted stars and
will allow the user to view constella-
tions, change point of view and move
through time. It can even be used to
track Halley's Comet. An Atari spokes-
man assured this skeptical reporter that
it would be shipped in a matter of
weeks.
The AtariWriter Plus word processing
program was also being demonstrated.
See this month's End User column for
a complete description. The AtariWriter
Plus has been available for several weeks
and retails for under $50.
Several other new Atari 8-bit pro-
grams were being shown. One was the
so-called Star Raiders II, which resem-
bles an unreleased version of Last Star-
fighter. The game seems to be more
challenging and combines elements of
both the original Star Raiders and Last
ANALOG COMPUTING
APRIL 1986 / PAGE 95
Winter CES continued
Starfighter. Features such as tactical dis-
play, orbiting space stations and dog-
fighting have also been added, to im-
prove playability. Star Raiders II will re-
tail for under $40 and should be avail-
able by the time you read this.
Also announced — but not shown —
was the XCU restyled tape recorder that
will list for under $50. An Atari source
told me that a 3V2-inch disk drive and
80-column interface will be announced
by Atari at the German Hanover Fair.
The new 8-bit disk drive is said to hold
over 300K of disk storage and have faster
access time than the current 1050 and
810 disk drives. Supposedly, existing
DOS 2. OS and 2.5 files may be transfer-
red to the new drive, but not vice versa.
No price was mentioned on the new disk
drive, nor was pricing or availability in-
formation given on the 80-column in-
terface.
Atari also announced a bundled sys-
tem, consisting of the 130XE computer,
1050 disk drive and 1027 printer. In ad-
dition to this hardware, the bundled
software includes five titles : Silent But-
ler (financial), Star Raiders (game), Mu-
sic Painter (entertainment), Paint (gra-
phics) and AtariWriter (word process-
ing) . The entire package will retail for
$400. Interestingly, the Atari press re-
lease on this system also mentions a
mouse..,
Atari's 2600.
Other Atari hardware announcements
included the unveiling of what, at first,
seemed to be two very puzzling pro-
ducts. The 2600JR is a new, improved
VCS game machine in a smaller, cuter
and less expensive package. Retailing for
under $50, the 2600JR is simply a re-
vamped version of the venerable 2600.
According to Atari, there are more than
25-million VCS game units in players'
hands (or on closet shelves). In 1985
alone, over a million units were sold
without any advertising at all! This led
Atari to reduce the cost, resize and re-
introduce the product.
It also led Atari to believe there's a vi-
able game market, so they re- introduced
the 7800 game machine. The 7800 will
sell for under $80 and is totally compat-
ible with 2600 cartridges. The 7800, or
ProSystem, was developed by the "old
Atari" and had been sitting on Atari's
shelf for almost two years.
Sound and graphics on the 7800 are
superior to the VCS, due to a special
chip called "Maria." The 7800 is pack-
aged with the Pole Position II cartridge.
New 7800 titles include Rescue on Frac-
7800 ProSystem.
talus, Ball Blazer, Galaga, Food Fight
and several improved versions of 2600
games.
As mentioned last month in our brief
but timely CES coverage, Atari also an-
nounced the 1040ST Although not pub-
licly shown at this "mass market" show,
the 1040ST features 1 megabyte of
RAM, a built-in double-sided, double-
density disk drive (for 720K storage),
built-in power supply and the operating
system (TOS) on ROM.
In addition, this and all future ST
computers will feature RF modulators on
board, so that normal TVs can be used
to display low-resolution output. The
1040ST will retail for $1000 with a mon-
ochrome (black and white) monitor, or
$1200 with a color (RGB) monitor.
Along with news of the 1040 ST and
the fact that it will be sold only through
computer retailers, came the announce-
ment that "the Atari 520ST will be avail-
able beyond computer specialty dealers."
Atari is aiming at the mass market to
handle their 16-bit computers, and it
looks as if Toys 'R' Us may be the first
mass merchant to handle the line. Wider
distribution means selling more ma-
chines, and Atari wants to do everything
it can to accomplish that.
The 520ST sold by mass merchants
will retail for $700 (monochrome) and
$900 (RGB), a $100 reduction in price
from the existing system. In addition,
the mass market version will be bundled
with 1st Word (word processor), NEO-
Chrome (graphics paint program) and
two languages, BASIC and LOGO.
Atari announced that a 20-megabyte,
5V4-inch hard disk would soon be avail-
able for the ST computers. Called the
SHD-204, this unit will reportedly sell
for under $700. Prototypes were being
used at the Atari booth and appeared to
be working well.
ST software.
Now that the new Atari STs are begin-
ning to enjoy national acceptance, a rea-
sonable question to ask is: what kind of
programs can I get for an ST? As of the
start of the CES, I counted over 80 titles
on my local dealers' shelves. Atari
claims that there are 150 ST titles avail-
able now, with 100 more soon to follow.
The following companies (in alphabet-
ical order) were announcing or demon-
strating ST software at the show.
Abacus Software was demonstrating
a German program called PC Board De-
sign. Because the program was still in
German, it was somewhat difficult to de-
termine all its functions. It provides in-
teractive layout of PC boards, component
listing, automatic routing of traces and
camera-ready printout. PC Board Design
was being demonstrated on a mono-
chrome monitor and seemed to be a
sophisticated program. It will become
available in April at under $400.
Abacus was also displaying two new
ST books. Atari ST Internals provides a
very technical discussion of the compo-
nent parts of the ST computer. Atari ST
Machine Language is billed as a com-
plete introduction to machine/assembly
language on the Atari ST.
Activision had several new programs
for the Atari ST. Hacker, previously
available for the 8-bit computers, is now
out for the ST. Much like a mystery mov-
ie, Hacker has no instructions, goal or
guidelines; you simply boot the disk,
and the program asks you to log on.
What you do after that is totally up to
you. You've "accidentally" broken into
an unknown system and stumbled onto
Hacker.
PAGE 96 /APRIL 1986
ANALOG COMPUTING
a secret beyond anything you could im-
agine. You must find out whose system
you're on and what's happening. All Ac-
tivision will say about the program is
that there's a mystery to be solved —
which may have several solutions.
A new title for the ST is Borrowed
Time. In this "living computer novel,"
you play the role of Sam Harlow, small-
time private eye of the thirties. The
game begins as you pick up the phone
to hear a voice say, "Sam, they want you
dead . . ." It's up to you to figure out who
"they" are — and stop them before they
stop you.
A unique aspect of this illustrated text
adventure is the use of pull-down win-
dows, point and press options and
"most used command" menus. Thus,
you can use the keyboard entirely for
commands, or rely on the mouse to is-
sue instructions. Borrowed Time retails
for under $50 and is available now.
Activision also announced ST ver-
sions of Mindshadow, Gary Kitchen's
Gamemaker: The Computer Game De-
sign Kit and Alter Ego. According to a
company source, initial sales of ST soft-
ware have been strong, so Activision
will continue to support the new com-
puter. The company recently acquired
Gamestar, makers of the excellent Star
League Baseball and Star Bowl Football.
The original Gamestar staff is being re-
tained, so we can look forward to excel-
lent ST software from these folks.
The most exciting news from Activi-
sion is the release of Music Studio for
the Atari ST. This professional-quality
music composition program designed by
Audio Light allows the user to create
music interactively and control up to fif-
teen instruments in one song, or up to
eight voices at once. Music Studio has
four tracks and can be interfaced with
a MIDI instrument, though it also works
with the built-in three-voice sound chip
of the Atari ST.
When using a synthesizer keyboard
with Music Studio, via the MIDI inter-
face, the program does not function as
a sequencer or multi-track tape record-
er. It's a composing rather than sequenc-
ing program and uses standard music
notation for editing and composing. Al-
though real-time keyboard input cannot
be entered into Music Studio, the pro-
gram can send to a MIDI keyboard.
Drop-down menus arid mouse control to
create and edit make Music Studio easy
and enjoyable to use.
Music Studio will sell for $50 and be
available by the time you read this. Work
is already beginning on the next version
of it, which will have real-time keyboard
capture, as well as a MIDI patch librar-
ian capability.
= EJ L±J ALLEGRO. :133
-' i, <»)< •
Music Studio.
Batteries Included, publisher of B-
Graph, HomePak and PaperClip, was
showing the DEGAS graphics program
by Tom Hudson. In addition, they an-
nounced that their GEM-based product
line, called "IS" for Integrated Software,
will be available for the ST during 1986.
The programs, a word processor, data-
base, portfolio, and time and billing
managers, will work together in an in-
tegrated manner, says the newly appoint-
ed president of the company, Michael
Reichmann.
David Beckmeyer Development Tools,
creator and publisher of the Micro C-
Shell ST utility, announced their new
MT C-Shell, a fully Unix-like environ-
ment for the Atari ST line. The MT C-
Shell is a multi-tasking addition to TOS,
the ST's native operating system. MT C-
Shell allows multiple ST applications to
be used at the same time and includes
a multi-tasking kernel, a concurrent In-
put/Output subsystem and a Berkeley
Unix-style command interpreter. The
command interpreter uses a C-like pro-
gramming syntax, a history mechanism,
aliases, pipes, redirection and a com-
plete assortment of Unix-style software
tools.
Unlike Unix, BOS or OS-9, the MT C-
Shell is not a replacement OS for the ST;
it works with GEM and is completely
GEM compatible. One foreground task
and as many background tasks as you
want can be run concurrently. And, un-
like a switcher's secondary tasks, with
MT C-Shell background applications ac-
tually continue running while the fore-
ground task is active. Beckmeyer also
stated that MT C-Shell is completely
compatible with their earlier shell, and
upgrades are available.
The Micro RTX real-time executive is
the actual extension to the Atari OS that
provides multi-tasking capabilities. It's
also available separately, for stand-alone
multi-processing application develop-
ment in portable C source code form,
with generic assembly language bind-
ings compatible with all major C de-
velopment systems for the ST. No price
was announced for either the MT C-
Shell or the Micro RTX executive. Both
should be available by the time you read
this.
Classic Computer Covers' new soft-
ware division, Classic Image Software,
was showing two programs for the Atari
ST. Disk Library is based on the card
catalog found in public libraries. It lets
you reference any of your disk informa-
tion with ease and by any method.
A permanent file of your disk library
is created when you use this program.
Disk Library files, categorizes, cross
references and reports on every disk,
folder and file in your entire collection.
The information is automatically updat-
ed when you create new files, and you
can easily search and report on your
disk holdings.
The second program demonstrated
was Diablo. Derived from a European
game of a half-century ago called Diab-
lotin, this one consists of tracks, panels
and a ball. It's both a maze and an ar-
cade-style game, where you must con-
stantly maneuver the tracks to route the
ball to the end. In addition to being chal-
lenging, Diablo is also colorful.
Both Disk Library and Diablo will sell
for $50 and will be available by the time
you read this.
Digital Vision, makers of the Compu-
ter Eyes video acquisition system for the
8-bit Ataris, announced that they'll soon
have an ST version of the device. The in-
terface module plugs into the RS-232 and
number 1 joystick ports, and will accept
NTSC composite video signals from
such devices as VCRs and cameras. Low-
resolution picture files, those compatible
with DEGAS, NEO-Chrome, etc., can be
scanned in from 6 to 45 seconds. The
Computer Eyes ST will sell for $130 and
should be available when you read this.
Electronic Arts was not at the show,
but had a suite in a local hotel. There
is some confusion as to whether or not
they'll be writing any software for the
Atari ST. Tripp Hawkins, president of
Electronic Arts, has been very adamant
about stating that the Commodore Am-
iga is the computer of the future, and
ANALOG COMPUTING
APRIL 1986 / PAGE 97
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Winter CES continued
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PAGE 98 /APRIL 1986
that this is the machine his company
will support.
Nevertheless, Electronic Arts will pro-
bably be porting Financial Cookbook
and either Skyfox or Marble Madness to
the Atari ST. Of course, like many oth-
er software companies, Electronic Arts
will jump on the bandwagon if ST sales
should really take off.
Probably the most exciting software
shown at this year's CES was The Pawn
from Firebird. Firebird Software is an
American division of Rainbird Software
(which somehow is associated with Bri-
tish Telecom). It was originally written
in England by a company called Mag-
netic Scrolls, but is distributed in the
U.S. by Firebird. All that doesn't mat-
ter — the program itself is excellent.
Anita Sinclair, one of the program's
authors, was demonstrating an almost-
complete version of the game. The Pawn
is a graphics text adventure startling in
both its sophistication and its small
touches. If you've gotten used to the
parsers in text adventures from Infocom
and others, you'll be amazed at the lev-
el of this parser.
The game understands relative phras-
ing, in addition to the more traditional
noun-adjective-verb sequences. The par-
ser is especially unique in its handling
of objects. They may be referenced by
location, as well as name. If you were
to type pot the plant in the plant pot next
to the potted plant, the program would
acknowledge with the plant has been
potted.
The game takes place in Kerovnia, a
mystical land in the middle of nowhere.
The object is to find a way to remove a
wristband that, while attached to your
hand, prevents you from leaving the
country. It's imperative that you leave
the land of Kerovnia as soon as possible.
The Pawn is a project that has span-
ned more than a year. One of the attrac-
tive features of the game is that pull-
down menus, in the shape of scrolls, are
available to help you and allow you to
issue commands. Another remarkable
feature: when you pull down on one of
the scrolls at the top of the screen, you
pull down a low-resolution color picture
on top of your medium-resolution text
screen.
As you continue to interact with the
game, the color screen gradually scrolls
off to the top, but can be instantly pulled
down again. The effect is much like that
of pulling down a window shade. This
particular technique is one of the hall-
marks of the Amiga, and seeing it done
on the ST just reinforces the view that
the ST is truly a remarkable machine.
The entire adventure is written in ma-
chine code, rather than C or Pascal, so
it runs a lot faster than the products most
text adventurers are used to. The Pawn
will retail for $45 and be available by
May. I can't wait.
Although not at the show, Hippopota-
mus Software had flyers at the Atari
booth. In addition to mentioning previ-
ously announced software products, the
Hippo flyer mentioned two hardware
products. The Hippo ST Sound Digitiz-
er is an 8-bit A/D and D/A converter that
plugs into the parallel printer port, to al-
low 400,000 audio samples per second
to be taken. Software is also included to
control, sample, edit and play back the
sampled sounds. It also includes a real-
time graphics oscilloscope.
The other Hippo product was the Hip-
povision Video Digitizer. Using the low-
resolution color ST screen, the video
digitizer uses a standard NTSC compos-
ite video input (TV camera, VCR, even
8-bit Atari computer) to create a NEO-
Chrome format picture file. The frame
grabber reportedly "snaps" the color pic-
ture in a single video frame and uses a
software "voting" system to pick the op-
timum 16-color ST palette, according to
the image.
The Hippo ST Sound Digitizer will
sell for $140. No price was mentioned
for the video digitizer, although a reli-
able source said the color video digitiz-
er would cost under $300, while a black
and white video version may cost under
$200.
Hybrid Arts, makers of the MIDI-
MATE and MIDI Track n products for
the 8-bit Ataris, announced that they
would soon have a MIDI sequencer for
the ST. Called MIDITrack ST, the prod-
uct will feature a 24-track MIDI/SMPTE
recorder and will use the ST's built-in
MIDI interface. It should be available by
April in both "professional" and "con-
sumer" versions.
Hybrid Arts also announced several
other products. DX-Droid is a graphic
editor and librarian system for the Atari
ST. It is reported to use artificial intel-
ligence techniques to program sounds
on a Yamaha DX-7 or TX synthesizer.
DX-Droid will sell for $245 by the time
you read this.
Microprose Software was showing Si-
lent Service for the Atari ST. In Silent
Service, you're the commander of a
ANALOG COMPUTING
World War II submarine in the depths
of the Pacific Ocean — who must sink
enemy ships without being destroyed.
Written by F-15 Strike Eagle author Sid
Meier, the game is expected to become
available by April.
One of the more impressive software
products of the show was Migraph's
Easy Draw. Billed as a professional
drawing program for the ST, Easy Draw
is an object-oriented drawing program,
allowing you to create custom business
graphics, presentation materials, multi-
dimensional illustrations and line
drawings.
The program offers many features that
make drawing easy: multiple windows,
full GEM interface with drop-down me-
nus and mouse action, zooming, clip-
board art, predefined patterns, object
rotation and multiple font selection.
As a regular user of GEM Draw on a
PC, and after having seen a demo of
Easy Draw, I can vouch for the fact that
Migraph has a very powerful program,
indeed. Easy Draw will work on both
a monochrome and color monitor and
will be available by the time you read
this, at $99.95.
A representative for Mindscape told
me they've recently acquired the rights
to a British arcade game called Bratac-
cus. Aside from this one title, Mind-
scape has no intention of developing for
the Atari ST computer at this time. They
feel the Amiga/Macintosh is a more vi-
able market, however, they will join in
if the ST succeeds.
Optimized Systems Software (OSS),
long-time supporters of the Atari 8-bit
computers with such products as Ac-
tion!, BASIC/XL and BASIC/XE, was
one of the companies sharing an ST at
the Atari booth. Affable Bill Wilkinson
was demonstrating their first ST prod-
uct: Personal Pascal.
The programming language runs un-
der GEM, so drop-down menus for edit-
ing, linking and compiling are available.
Of course, the use of the ST mouse
makes program creation all the more
simple.
OSS decided to create their own GEM
AES and VDI calls in this particular ver-
sion of Pascal. The program editor uses
a text-based design, with cut and paste
capability and help screens similar to
the Action! editor. There are also such
features as automatic file backup, auto-
matic indenting, English error messages
and debug tracing. Personal Pascal from
OSS looks like the first real language for
the ST. Given its ease of use and power,
it may become the de facto ST standard
language.
Personal Pascal retails for $75, $25
less than originally advertised — how's
that for a price change? The language is
disk-based and comes with an almost
300-page manual. It looks as if OSS
plans to support the Atari ST as it has
the 8-bit computers.
QRS Music Rolls was showing their
translated piano rolls for the ST. By at-
taching a keyboard synthesizer to the ST
via the MIDI ports, you can hear authen-
tic piano rolls, converted to synthesizer
code. The QRS music roll collection in-
cludes a number of celebrity perfor-
mances by keyboard greats like Scott
Joplin, Gershwin and Liberace. Each
disk contains six songs and sells for $20.
Soniture was showing an interesting
product called the Space Pen. This
three-dimensional light pen is currently
available for the Atari 8-bit computers
and will sell for under $150. Although
it will function as a normal, two-dimen-
sional light pen with software like the
KoalaPad and the Atari Touch Tablet, it
requires its own software to use the third
dimension.
What makes the Space Pen unique is
its ability to detect the third (or Z) axis.
The user can operate the device within
a six-foot area in front of the computer
display. It functions via ultrasonic sen-
sors located inside a three-point receiver
frame. The hand-held transmitter resem-
bles a light pen and can be used most
effectively for graphics programs where
some degree of "zooming" is useful. The
Space Pen has an accuracy of one-tenth
of an inch in the X and Y axes, and one-
hundredth of an inch in the Z axis.
Space Pen.
Spinnaker Software announced that
they will soon have ten titles for the ST.
These will be ports of existing programs
from the Spinnaker, Telarium and Wind-
ham Classics brands. At the last CES in
Chicago, Spinnaker announced that it
was planning on developing ST soft-
ware. They've made good on their word,
introducing these titles during the first
quarter of 1986.
From the Spinnaker line we'll see
Homework Helpers: Writing and Home-
work Helpers: Math Word Problems.
Treasure Island and The Wizard of Oz
will come from the Windham Classics
brand. The Telarium label will feature
ST versions of Perry Mason: Case of the
Mandarin Murder, Nine Princes in Am-
ber, Amazon, Dragonworld and Faren-
heit 451 (the latter is available now).
The programs will list for between
$40 and $50. Spinnaker sees the ST as
a strong product and is pleased with the
cooperation received from Atari. We're
pleased to see Spinnaker supporting the
ST.
Sublogic announced that they're hard
at work developing new third-generation
flight simulators for the 68000 com-
puters. According to the company, the
ST version of the flight simulator will
have significant new features compared
to earlier versions of the program. You'll
have a choice of flying either a Cessna
128 or a Lear Jet. Drop-down menus
have replaced the program's editor page,
so that control and fine tuning can be
done much more easily.
You'll be able to control the aircraft
from either the keyboard or the mouse
on the ST version. Also, multiple 3-D
windows let you watch two or more
views simultaneously, while you fly. In
addition to the nine standard cockpit
views, there's an additional control tower
view and spotter plane view. These al-
low you to watch yourself fly, either
from a fixed ground position or an ex-
ternal aerial perspective.
The ST Flight Simulator will be avail-
able in April. No price has yet been an-
nounced.
Supra Corporation, formerly Micro-
bits Peripheral Products (MPP), was
showing a 5 x k -inch, 10-megabyte hard
disk for the ST. Actually, they weren't
showing it, but had cleverly provided
several other companies with demo
units for the show. What better way to
advertise? The hard disk will retail for
$800 and should be out by the time you
read this. A Supra representative said
that 20-, 40- and 80-megabyte versions
would also be developed eventually.
The hard disk comes with utility soft-
ANALOG COMPUTING
APRIL 1986/ PAGE 99
Winter CES continued
ware, DMA port adapter and controller.
Supra is considering selling the hard
disk and hard disk interface (controller)
separately.
8-Bit Products.
Computer Magic was showing an in-
teresting product for robot lovers of all
ages. Called Robot Link, this program
runs on any Atari 8-bit computer and
lets you control Tomy Omnibot and Ver-
bot robots. The software is unusual, in
that you don't need to actually walk the
robot through its series of steps in order
to train it to do something. Various se-
quences can be saved to disk and later
reloaded.
The package comes with several
games that take advantage of the pro-
gram's unique ability to make one of the
Tomy robots move in a random fashion.
In addition, Robot Link allows you more
precise control over your robot's maneu-
verability. Robot Link will sell for ap-
proximately $40.
A small Oregon company, Covox, had
an intriguing product at the show. They
were exhibiting a voice recognition and
synthesis unit for Apple, Commodore
and Atari computers. Voice Master lets
you record words in any language, using
your own pitch and accent, then have
the program recognize and speak the
words. Included in the $90 price is an-
other program, Voice Harp. This lets you
perform, compose and write music sim-
ply by humming or whistling into the
microphone. Seeing (and hearing) it in
action is truly uncanny.
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The Voice Harp lets you produce var-
ious tone qualities, different keys and
multi-note harmonies. You can even see
the notes scrolling on-screen on a mu-
sical staff as you hum or whistle. The
results of your composition can be edit-
ed, saved and even printed. I look for-
ward to obtaining a Voice Master in the
near future, to do a full-scale review.
Digital Devices was showing their
complete selection of peripherals for the
Atari 8-bit computers. The U-Print (Uni-
versal Printer) interface product line has
been expanded to include 16K and 64K
buffer versions. The 16K version (Mod-
el A16) sells for $120, while the 64K
product (Model A64) retails for $180.
These grew out of the company's origi-
nal Ape-Face printer interface. It's still
available (without a built-in printer buf-
fer) for $90, and is now called the U-
Print A.
Digital Devices also had their two
Pocket Modems that feature auto-answer
tiiy
^DIGITAL DEVICES & T
U-Call Pocket Modem.
/auto-dial, direct connection to the 8-bit
computer and bundled terminal soft-
ware. The Pocket Modem is available in
a 300-baud and a 1200-baud version.
Hybrid Arts announced three new
products for the Atari 8-bit machines.
MidiCom is a telecommunications pro-
gram designed to transmit and receive
MIDI song and voice files over the
phone via modem. It retails for $50 and
will be available shortly.
CZ-Patch is a voice library program
which allows you to store Casio CZ syn-
thesizer voice patches on your computer
disk drive. It sells for $80 and is avail-
able now. DX-Patch is a similar library
patch program for the Atari 8-bit com-
puters. It lets you store Yamaha DX-7 and
TX keyboard synthesizer voice patches.
It, too, sells for $80 and is available now.
Microprose was showing a strategy
game called Conflict in Viet Nam. This
is the latest in their series of war simu-
lation games. Similar to the previously
released Crusade in Europe, Conflict of-
fers five realistic battle scenarios based
on the war. Written by Ed Bevers and Sid
Meier, Conflict in Viet Nam will be
available by April.
Far afield.
There were several products shown at
CES which, at first glance, don't seem
appropriate for coverage in an
Atari-specific computer magazine. How-
ever, when you stop to think about it,
they will surely impact the future of all
computing — Atari computing, in par-
ticular.
Grolier Electronic Publishing was
showing the CD-ROM version of their
Academic American Encyclopedia. It's
basically the same encyclopedia shown
at the Atari booth during the June CES.
The Grolier's encyclopedia and a Philips
CD-ROM drive are only available for the
IBM PC (and compatibles) at this time.
List price is $1500 for the package.
Atari had previously announced that
they'd been unable to get CD players at
a low enough cost to meet their under-
$500 retail target price. According to
several Atari sources, it looks as if these
drives will be available by mid-1986. We
can probably expect the ST computer
version of a CD player with software
sometime during the last part of the
year. The 550-megabyte Grolier's Ency-
clopedia to go with it will cost $200
separately.
Another product with promise for the
not-so-distant future is a CD player from
Pioneer. Unlike other CD players, which
can play only one disc at a time, the Pio-
neer model holds a magazine of six
discs. Called the PD-M6, this new Pio-
neer disc player will sell for $500 list.
Consider the impact this particular
product may have on the CD ROM tech-
nology. Now, in addition to having over
a half-gigabyte (550-million bytes) of
storage on one CD, you'll have access to
over 3 gigabytes. Under computer soft-
ware control, this type of CD player may
provide all the references you need at
your fingertips — encyclopedia, diction-
ary, thesaurus, atlas, almanac and na-
tional telephone directory. Amazing! B
(Manufacturers list on
page 112)
PAGE 100 /APRIL 1986
ANALOG COMPUTING
32K Cassette or Disk
GAME
One for
the Road
"Things are tough," I said. "Tough all over."
The bartender shrugged and relieved me of another
dollar. I'd been perched by the bar for a coupJe hours
now, knocking back snakebites and taking in the cir-
cus sideshow that was Smitty's Roadside Tavern.
You never knew what you'd find at Smitty's. Just
then, I was watching a jerk snatch flies out of the air
and toss them into his half-filled mug of brew. Every
time he snagged one, he'd look around and suck his
teeth. \eah, you're cool, buddy. All I could think
about was those poor flies, spending their last mo-
ments gagging on that cheap beer. I turned back to
the bar in disgust and inhaled my tenth shot.
"Things are tough," I mumbled.
And things were tough. I hadn't worked in months.
Okay, I'll grant you that my type of work is hard to
find. Not too many people are interested in hiring a
professional risk-taker, but I had always managed to
stay busy. After all, I'd do virtually anything — climb
mountains, fly planes, hack through jungles. I was
tough. They didn't call me "Nails" O'Riley for nothing.
I was just about to order another shot when it oc-
curred to me that things had gotten awfully quiet.
I looked back to the fly killer, assuming he was some-
how responsible for the sudden silence. But he was
just staring toward the front door. Everyone was star-
ing that way, but me. I decided to make it unanimous
and turned to discover what was so interesting.
The strangest man was standing there, couldn't
have been more than /ive-/oot-three. His face was bu-
ried beneath a thick white beard, and his snowy hair
was blown into such disarray that it looked teased.
Large drops of water oozed from his outdated suit to
the floor. I guessed that it had started to rain.
As I watched him, I was struck by the melodrama
of the scene. My imagination immediately began to
create a story around this little man. I cast him as
a professor from the local university who had stum-
bled upon some amazing discovery. He had come to
Smitty's to find the famous "Nails" O'Riley, with an
offer of danger, excitement and, of course, ample
remuneration. He would walk up, tap my shoulder
and say something like "Mr. O'Riley, I presume?"
I chuckled at my foolishness and signaled for an-
ANALOG COMPUTING
APRIL 1986 / PAGE 101
i&f
One for the Road continued
other shot. I was about to convert the amber fluid to
the past tense when someone tapped my shoulder.
"Mr. O'Riley, I presume?" It's a good thing the liq-
uor hadn't passed my lips; I'd be choking still.
I listened, open-mouthed, while he introduced him-
self as Pip Sigourney a professor from the local
university who had made an amazing discovery. He
told me he had evidence that, long before our pres-
ent age, there existed a civilization with a technolo-
gy superior to ours.
"But they didn't gain their knowledge of the sci-
ences through the empirical methods we incorporate,"
he squeaked excitedly. "No, indeed. They worshipped
powerful gods. These gods, in turn, provided them
with amazing things!" He went on about strange ma-
chinery and midnight sacrifices and all sorts of weird
stuff. All I cared about was how much this fruitcake
would pay for what had to be a wild goose chase.
My assignment was to go to a small island off the
coast of Africa and verify the existence of this civili-
zation. He would use whatever evidence I could dig
up to convince his colleagues to mount a full-scale
expedition. I agreed, of course. I didn't care if he was
nuts; his money was just as green as anyone else's.
After the professor left, I snatched up the waiting
shot. The wad of bills he'd left with me was lying
on the bar, and I noticed that the fly killer was star-
ing at it goggle-eyed. Taking advantage of his dis-
traction, I raised my glass and said good-naturedly,
"One for the road!" He grinned, grabbed his mug and
downed its contents in three swallows. It took him
a few seconds to realize what he'd done.
I left, a happy man.
Adventure awaits!
Well, Nails O'Riley got a boat, the "Sea Hammer"
and left on schedule for the mysterious island Pip
Sigourney had marked on an old map. It didn't take
him long to get into serious trouble. A storm popped
up out of nowhere, and Nails soon found himself con-
cerned with much more than verifying the profes-
sor's claim. He was in a battle for his life!
As we enter the story, Nails is just off the island's
coast, fighting to keep the Sea Hammer from an ap-
pointment with the rocks. Quite honestly, I don't see
that he has much chance. The way the storm's blow-
ing, his boat is going to be ground into toothpicks
any second.
Why are you being told all this? You are Nails
O'Riley. It's up to you to get to the relative safety of
the island, then figure out a way to get home. You
may even get a few surprises along the way (in fact,
you can be sure of it). Sound easy? Well. . .
T/ping it in.
Before typing anything, look at the listings accom-
panying this article.
Listing 1 is the BASIC data and data checking rou-
tine. This listing is used to create both cassette and
disk versions of One for the Road. The data state-
ments are listed in hexadecimal (base 16), so the pro-
gram will fit in 16K cassette systems.
Listing 2 is the assembly language source code for
One for the Road, created with the OSS MAC/65 as-
sembler. You don't have to type this listing to play
the game! It is included for those readers interested
in assembly language.
Follow the instructions below to make either a cas-
sette or disk version of One for the Road.
Cassette instructions.
1. Type Listing 1 into your computer using the
BASIC cartridge and verify your typing with
Unicheck (see page 13).
2. Type RUN and press RETURN. The pro-
gram will begin and ask:
MAKE CASSETTE COJ , OR DISK tl>?
Type and press RETURN. The program will
begin checking the data statements, printing the
line number of each as it goes. It will alert you
if it finds any problems. Fix any incorrect lines
and re-RUN the program, if necessary, until all
errors are eliminated.
3. When all of your data lines are correct, the
computer will beep twice and prompt you to
READY CASSETTE AND PRESS RETURN. Now
insert a blank cassette in your recorder, press the
RECORD and PLAY buttons simultaneously and
hit RETURN. The message WRITING FILE will
appear, and the program will create a machine
PAGE 102 /APRIL 1986
ANALOG COMPUTING
language boot tape version of One for the Road,
printing each data line number as it goes. When
the READY prompt appears, the game is recorded
and ready to play. CSAVE the BASIC program
onto a separate tape before continuing.
4. To play, rewind the tape created by the BA-
SIC program to the beginning. Turn your com-
puter OFF and remove all cartridges. Press the
PLAY button on your recorder and turn ON your
computer while holding down the START key.
If you have a 600 or 800XL computer, you must
hold the START and OPTION keys when you
turn on the power. The computer will "beep"
once. Hit the RETURN key, and One for the Road
will LOAd and RUN automatically.
Disk instructions.
1. Type Listing 1 into your computer using the
BASIC cartridge and verify your typing with
Unicheck [see page 13).
2. Type RUN and press RETURN. The pro-
gram will ask:
MAKE CASSETTE (83, OR DISK CD?
Type 1 and press RETURN. The program will
begin checking the data lines, printing the line
number of each statement as it goes. It will alert
you if it finds any problems. Fix incorrect lines
and re-RUN the program, if necessary, until all
errors are eliminated.
3. When all the data lines are correct, you will
be prompted to INSERT DISK WITH DOS,
PRESS RETURN. Put a disk containing DOS 2. OS
into drive 1 and press RETURN. The message
WRITING FILE will appear, and the program
will create an AUTORUN.SYS file on the disk,
displaying each data line number as it goes.
When the READY prompt appears, the game is
ready to play. Be sure the BASIC program is
SAVEd before continuing.
4. To play the game, insert the disk contain-
ing the AUTORUN.SYS file into drive 1. Turn
your computer OFF, remove all cartridges and
turn the computer back ON. One for the Road
will LOAd and RUN automatically.
Playing the game.
One for the Road is a text adventure and, like most
games of its type, you communicate with the pro-
gram by two-word commands. These commands
should be in a verb/noun format (i.e., LOOK CABI-
NET, GET KNIFE).
There are a few exceptions. All directions should
be abbreviated to a single letter (N, S, E, W, U, D).
Other single-letter commands include X, A, and Q.
Use X whenever you wish to save the game. The com-
mand A repeats the last command you entered. Q
is for Quit. After using Q you'll be asked to verify
your choice. If you type Y, you'll return to the game's
title screen.
One for the Road will not understand everything
you type. To help you find the right commands, the
program will give you short "Syntax Error" messages.
The messages Bad verb or Bad noun indicate that
the verb or noun you used is not in the program's
vocabulary.
If you need hints, don't call ANALOG Computing.
We are absolutely not giving out adventure hints over
the telphone! If you're really stuck, send a self-addres-
sed, stamped envelope to: ONE FOR THE ROAD, c/o
ANALOG Computing Magazine, P.O. Box 23, Worces-
ter, MA 01603.
The "Without Whom" Department
Regular readers of ANALOG Computing will no
doubt suffer a bit of deja vu when they get their first
look at this program. This is because, rather than
spending months duplicating code already in exis-
tence, I used Brian Moriarty's excellent program
Crash Dive! (from issue 18) as a skeleton for One for
the Road.
I want to give a hearty "Bravo!" to Brian Moriarty
for the superb job he did in writing Crash Dive!(is-
sue 18). Brian's squeaky clean code was a delight to
work~with, and I only hope he won't think I mucked
it up too much! PI
Listing 1.
BASIC listing.
10 REM *#* ONE FOR THE ROAD «*»
20 TRAP 20:? "MAKE CASSETTE CO J , OR DI
SK CD"; : INPUT D5K:IF DSK>1 THEN 20
30 TRAP 40000:DATA 0,1,2,3,4,5,6,7,8,5
,0,0,0,0,8,0,0,18,11,12,13,14,15
40 DIM DAT5C91J ,HEXC22J :F0R X=0 TO 22:
READ N : HEX CX)=N: NEXT X : LINE-990 :REST0R
E 1000: TRAP 120:? "CHECKING DATA"
50 LINE=LINE+10:? "LINE :"; LINE :READ DA
T$:IF LENtDAT$}<>98 THEN 220
60 DATLIN=PEEKC183J+PEEKC184)*256:IF D
ATLINOLIHE THEN ? "LINE '^LIHE;" MISS
ING!":END
70 FOR X=l TO 89 STEP 2 : Di=ASC CDATS tX,
XJ J -48 : D2=ASC C DATS CX+1 , X+1J J -48 : BYTE=H
EXCD13W16+HEXCD2)
88 IF PA55=2 THEN PUT ttl,BVTE:NEXT X:R
EAD CHKSUM:G0T0 50
90 TOTAL=TOTAL+BYTE:IF T0TAL>S9S THEN
T0TAL-T0TAL-1000
100 NEXT X:READ CHKSUM:IF TOTAL=CHKSUM
THEN 50
110 GOTO 220
ANALOG COMPUTING
APRIL 1986 /PAGE 103
120 IF PEEKU95J<>6 THEN 228
139 IF PAS5=0 THEM 178
146 IF NOT DSK THEN 168
158 PUT «1,224:PUT H1,2:PUT tU,225:PUT
H1,2:PUT ttl,128:PUT ttl,31:CL05E H1:EN
D
160 FOR K=l TO 35:PUT H1,0:NEXT X:CLOS
E HI: END
178 IF NOT DSK THEN 208
188 ? "INSERT DISK WITH DOS, PRESS RET
URN";:DIN IN$C1J:INPUT INS:OPEN HI, 8,0
,"D:AUTORUN.SYS"
198 PUT «1,255:PUT H1,255:PUT H1,128:P
UT Ml, 31S PUT H1,52!PUT ttl,61:G0T0 210
208 ? "READY CASSETTE AND PRESS RETURN
".•SOPEN ttl,8,128, n C:":REST0RE 236:F0R
X=l TO 40: READ N:PUT HI, N: NEXT X
218 ? :? "WRITING FILE":PASS=2:LINE=99
0:RESTORE 1866:TRAP 120:G0T0 58
228 ? "BAD DATA: LINE ";LINE:END
238 DATA 0,60,88,31,127,31,169,0,141,4
7,2,169,60,141,2,211,169,0,141,231,2,1
33,14.169,56,141,232,2
248 DATA 133,15,169,128,133,10,169,31,
133,11,24,96
1880 DATA A20O8E44O2E886O920B63A2O65E4
4CBB1F7870787042483C981002981082981082
028202628298108202901802.136
1010 DATA 028080100202028202027041911F
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2BA216A087289E2BA9D0A034.163
1820 DATA 20842BA208A009209E2BA9E1A034
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588DO8O2A92B8D01O2A9CO8D,929
1100 DATA 0ED4ADC23A4CCD23A2FF9A20662E
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D53AADD53AD0142OD92BA2O9.458
UiS^R9IS„52 03209E2Bft9EEfl 03920842B4CC3
2FADDC3AF06FCEDC3AADDC3AD667ADC23ACDCF
3AF048A91920822FF841ADCF,346
1120 DATA 3A0A85900A1865906905A8B9673B
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1150 DATA 3AD011A9008DD13AA00A289C2BA9
DEA03620842BADCC3AF01CCECC3AADCC3AD014
20D92BA20BAOO32O9E2BA9ED,273
1160 DATA A0362O842B4CC32FA9228D2F022O
932D20BB2EA684E801D027AD0O06A208DD1931
F810CA10F828B32EA98CA836,682
1170 DATA 20842B4C522BBD45238591BD4E23
85926C9100A920858A858BA201BD0006C920Fe
12E8E48490F42OB32EA918A0.678
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O2BDOO069589CA10F8A200868E868CAOOOB989
O0DD2231D8O8E8C8COO39OF2,625
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00868F868CA000B9890ODDB8,39
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522BA58E85A70AAABD7C3185,983
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2BA209A0032O9E2BA982AO39,397
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0085A118A590696785A2A93B,971
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O1DO35ADC33ADOOAA9B9A036.398
1350 DATA 20842B4C4C2BADD73AF0034C3A2B
20932FF0034C0D2BA91BA03720842BA9168DD7
3AA6A5959920892F4C4C2BC9,687
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2B4C4C2BADD83AF0034C3A2B28932FF0034C8D
2BA91BA03720842BA9198DD8,85
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OC375E39E8383O370C37OC37,3O4
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OC37OC37OC374CF22AA58FC912F025C929D01B
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2B4C312B4C282B4C432B20822FD0034C312BAD
C23AC9OEF007C914FO234C31,125
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CA3ADO53A9018DCA3AA9DOAO3828842B4C4C2B
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G24C5E272O412C2O412CA900,579
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o
3
n
S>
s?
rs
g
S3
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o
3
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2B4CF22A4CFB2A20D92BA206,771
1620 DATA AO032G9E2BA9B9AQ3920842B4CC3
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CHECKSUM DATA.
(see page 13)
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REVIEW
PANAK
STRIKES!
Reviews of the latest
software
by Steve Panak
Was the 520ST or the Amiga victori-
ous? Just a few days prior to The Big Day
(Christmas), I sit pondering this ques-
tion as I watch the $40-million dollar
Amiga ad campaign on TV, while read-
ing a 520ST ad in my favorite magazine.
Will one — or both — survive?
I realize, too, that in the shadow of the
giants there's another contender, com-
pletely forgotten, whose existence is
learned of almost entirely through the
oft-fickle "word of mouth."
It's the Atari 130XE, an incredible
value — much more so than the Commo-
dore 128 (which, even though it runs a
number of different types of software, is
still rather high priced, as is the Amiga).
The 130XE is a fine machine, which
I use to test some of the software you see
here (the ones too big for the scant 48K
of my old but faithful 800). There's a
limitless supply of software available, in
all applications, for this machine. In ad-
dition, it is a fine, cheap instrument on
which to learn the art of programming.
I really can't think of a better machine
for the price, which is more than rea-
sonable at introduction. By the time you
read this, that price may have dropped
drastically. Moreover, it uses any of the
old Atari disk drives and runs virtually
all the 800 software (I have yet to run
into any compatibility problems). I just
hope that its quality can overcome the
lack of advertising,
and that enough peo-
ple pick up on this in-
credible bargain to help
plunge Atari deep enough
into the black to merit the
development of some new
peripherals.
I guess only time will tell.
But enough random specula-
tion; let's get on to some games
HOTEL ALIEN
by Alan Newman
ARTWORX
150 North Main Street
Fairport, NY 14450
48K Disk $9.95
SCHRECKEN
MINDLESS ENDEAVORS
P.O. Box M
Capon Springs, WV 26823
48K Disk $9.95
This month I've reviewed a couple of
games that are probably not available
through your local Atari dealer. These
have been created by a few dedicated in-
dividuals who've known from the out-
set that their creations weren't going to
pave their way to Easy Street.
Actually, I know very little about
these people, but I assume they lack
the financial and technological back-
ing which supports the large com-
mercial manufacturers' software. I
also assume that they've learned
programming on their own and
have utilized this knowledge on
their own time, in between what-
ever else they do with their lives.
What I'm getting at: while these
games may not be (in fact, aren't) as
good as some of the other games on the
market, they also aren't as bad as some
I've seen. Also, they prove the existence
of people who wish to exchange their
ideas with others, without much poten-
tial for gain. The creativity of these peo-
ple, like that of impoverished artists
whose work is often only appreciated
posthumously, is so strong that it must
flow from them, unable to be held back.
It's this creativity and selfless attitude
that should be applauded — regardless of
what I think about the games.
In Hotel Alien, the lodging business
has attracted some less than desirable
renters — aliens not from Mexico, but
ANALOG COMPUTING
APRIL 1986 / PAGE 107
eg
3 PANAK STRIKES! ^^
from another planet. Your grandmother
used to run the place, but these aliens
have taken over. Adding insult to inju-
ry, they've turned her into a "small, com-
mon object." Your mission is to find this
object and transform it back into your
beloved grandmother.
To aid you, she's left a number of clues
around the hotel, along with a note do-
cumenting the terrors of her last few
weeks as a human. After inserting the
BASIC cartridge, you're ready to effect
the rescue.
Typing either a single letter, or one- or
two-word commands, you move through
the hotel on your noble quest. The
screen is split into three windows, show-
ing your view, an above-perspective
maplike view and the name of the room
you're in. Below the windows lies the
command line, which both prompts you
and accepts your commands.
The graphics in each of these win-
dows are acceptable static representa-
tions of your surroundings. They're not
very detailed, more closely resembling
block figures than aliens. However, a lot
of work went into creating all the vari-
ously misshapen aliens, some of which
are entertaining.
There is really little plot or challenge.
As for program execution, most moves
require a disk access, which takes up a
good bit of your time. Also, many rooms
are identical — either empty or contain-
ing aliens with similar messages.
2 — -^^^i ;;'.~";-7v;;.-'.
Hotel Alien.
While Hotel Alien is a strange, unique
experience, Schrecken is a straight and
simple D&D adventure. You explore
numerous rooms as you twist your way
through a number of increasingly diffi-
cult mazes. On the way, you fight crea-
tures and win treasures beyond your
wildest dreams. As is usual in games of
this type, you need keys to reach the
deepest, most dangerous depths of the
dungeon. A plus in this game is that the
keys change each time you play, allow-
ing you to play the game repeatedly, if
you feel the need to do so.
However, the graphics, while moving
fairly smoothly, aren't very impressive.
Bare walls and shadow figures surround
you on your quest; a strong imagination
is needed to fully enjoy this one.
To keep on top of the game, pressing
the joystick button toggles you in and
out of a status screen that shows your
health, armor, weapon, etc. A lot of in-
spiration was drawn from Ultima for
this one, but Ultima had much better
graphics.
When you do battle, the dungeon dis-
appears and you're alone with your op-
ponent. All you see is the creature's
head and the sword which swings at
you. You hack away at him until only
one of you remains.
When night falls, you must raid the
various supply rooms to increase your
inventory. Of course, there's more dan-
ger at night, as well. Careful movement
will pay off in survival, while haphaz-
ard behavior will likely spell your doom.
The manuals for the two games are
coarse. Hotel Alien's was a little more
attractive, while the one for Schrecken
provided more information on how to
play and complete the game. It also in-
cluded maps of the mazes, so getting
lost wasn't a problem.
As for additional game paraphernalia,
Hotel Alien contained grandmother's
last note, while Schrecken — in addition
to the maps mentioned above — also in-
cluded tips on play and literally volumes
of background information.
Overall, I cannot recommend these
two games. On the other hand, I can't
condemn them, as I do the trash put out
by the big-time companies. These are
games created for creation's sake, not for
profit, and the dedication of the pro-
grammers shows. If you want to see
what other nonprofessionals are doing,
then these games will provide you with
inspiration.
THE GOONIES
by Scott Spanburg and Kelly Day
DATASOFT
19808 Nordhoff Place
Chatsworth, CA 91311
48K Disk $29.95
I've been waiting for this one. Just
when I thought that we'd outgrown the
cheap, movie merchandising rip-off
trick, they pull it again. Remember E.T.
for the 2600? Well, neither do I. But I'll
bet all the retailers who took a bath in
unsaleable millions of the things remem-
ber. Didn't they end up in a landfill
somewhere? I know the last time I saw
them, they were filling up a bargain bin
at two bucks a shot.
The Goonies.
The point is that most of the time
these days, consumers base their pur-
chase decisions on quality (at least, I like
to think they do), rather than being
sucked in by merchandising tie-ins. And
big business, while perhaps not inspired
by ethics, is controlled by economics.
Evidently not. They've done it again
with The Goonies, and heaven help the
poor people who buy it.
I didn't see the movie. I've become a
lot more selective in which movies I see,
and putting the Spielberg name on it
doesn't pull me into the theater. I know
I won't be able to dissuade those who
worship the flick — I won't even try. For
the rest of you . . . Don't do it! Don't buy
it.
If you do, you'll find yourself separat-
ed from your money by the least excit-
ing game I've seen in a long time.
One or two players try to get their
Goonies through a series of screens by
solving puzzles. The puzzles involve
stumbling on an action/reaction, much
the way Indiana Jones stumbles upon a
coincidence which springs him from a
tight situation. They're time-consuming,
perhaps frustrating, but not intellectu-
ally stimulating.
The graphics weren't bad, and they
moved smoothly. Control is good, too,
and you can learn to play the game very
quickly. Occasionally the figures get
hung up. Since, in the tradition of Spiel-
berg close calls, most conflicts are evad-
ed only by the skin of one's teeth, any
delay is deadly. Of course, like most
games, this one has a gimmick.
The gimmick is that two characters
move through the eight game screens to-
gether. If you play alone, you must con-
trol both players, alternating control of
PAGE 108/ APRIL 1986
ANALOG COMPUTING
EB
PANAK STRIKES! «,„,,•„„«;
each character by pressing the joystick
button. If two play, each controls one of
the characters. You must cooperate, rath-
er than compete, if you hope to make it
to the final screen. As you might expect,
the game is much more enjoyable when
two play.
The manual and hint sheet are quite
simple and unimpressive. An addition-
al item is a map; however, it made no
sense to me — perhaps it would have if
I'd seen the movie. Its inclusion is ad-
vertised on the front of the box as some
sort of marketing incentive. Apparent-
ly, the makers aren't even sure enough
of the' movie's power to make the sell.
The map, like most items found in the
bottom of cereal boxes, is sure to dis-
appoint.
Goonies is a rip-off of the movie and
should be avoided. Its rehashing of an-
cient concepts and themes is a bore. In
this case, you'd do better to see the
movie.
CHAMPIONSHIP LODE RUNNER
by Doug Smith
BRODERBUND
17 Paul Drive
San Rafael, CA 94903
48K Disk $34.95
Championship Lode Runner is for
Lode Runner experts only. In fact, to
protect the unknowing public, red warn-
ing stickers on the package radiate the
hazards contained within. The greatest
is the damage to your head from repeat-
ed and violent impacts against the wall
nearest you. It has yet to be seen wheth-
er such impacts are due to your frustra-
tion from the difficulty of the game, or
from the realization that you've wasted
your valuable money.
If you liked Lode Runner, then you'll
like this sequel.
In all fairness, the game is hard, and
heed should be paid to the warnings. Ba-
sically a variation on Pac-Man's theme,
the rules are nearly identical to those of
Lode Runner. You move through each
of the fifty levels, collecting gold chests
and avoiding the Bungeling guards.
A laser drill pistol is used to make pits
into which the guards fall and are
trapped. It can also be used to convert
a once solid wall into a convenient es-
cape route. Touching one of the guards
or falling into your own pit costs one of
your five lives, which are replenished at
the rate of one for each level you com-
plete.
Championship Lode Runner.
Control is by stick or keyboard, al-
though even with the stick a number of
controls (one necessary for game play)
remain on the keyboard. You can freeze
the game, as well as slow and speed up
the action. Since it may take decades to
finish the game, you'll thank Broder-
bund for including the multiple-game
save feature.
The action moves smooth and swift,
but the graphics are terrible. While rela-
tively distinct, they are simply not pleas-
ing to look at, and seem quite dated —
even obsolete. Little stick figures just
don't cut it any more — I need more de-
tail. I took another look at the original
Lode Runner, and unless something
spectacular happens on the highest lev-
els, the graphics were identical.
You can mail in for a hint book to help
you through the mazes, and if you want
to make it in this lifetime, you'll proba-
bly need it. For those who have the guts
(or stomach) to complete the game, you
are given a password, which when sent
to Broderbund will get you a certificate
"suitable for framing."
So, as I said in the beginning, if you
liked the original Lode Runner, and
want a bigger challenge, then Champi-
onship Lode Runner is a must buy. But
as for me, the game is simply a compli-
cated rerun. CI
The author wishes to thank the Mag-
ic One Computer Shop of Barbarton,
Ohio, for their valuable assistance in the
creation of this article.
ELECTRONIC ONE
ATARI COMPUTER
HARDWARE
ATARI 800XL 79.99
ATARI 130XE 119.99
DISK DRIVES
ATARI 1050 139.99
INDUS G.T 209.99
CENTURIAN(810) 159.99
PRINTERS
STARS.G. 10 219.99
PANASONIC 1091 219.99
EPSON LX80 219.99
ATARI 1027 99.99
(LETTER QUALITY)
ATARI 1025 149.99
ATARI 1020 19.99
APE FACE INTERFACE ....49.99
U PRINT INTERFACE 49.99
MPP 1150 INTERFACE 49.99
A
am
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ATARI MISC. HARDWARE
XM301 MODEM 37.99
1030 MODEM 49.99
MPP 1000E MODEM 49.99
U.S. DOUBLER 49.99
MAXELL DISK (S.S./D.D.) . . . .9.99
BULK COLORED DISK
(S.S./D.D.) 8.99
S.T. SOFTWARE
V.I.P
119.99
HIPPO C
.49.99
TYPESETTER
ZOOM RACKS
25.99
.49.99
EXPRESS
REGENT WORD
29.99
.29.99
FAHRENHEIT 451 . .
29.99
PERRY MASON .
.29.99
KINGS QUEST II
.32.99
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TRANSYLVANIA
25.99
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HABA WRITER
. .39.99
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.22.99
CHAT
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HACKER
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SHIPPING: Prompt one day shipping on in-slock merchandise. Ohio
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Add $5.00 on all orders over $100.00.
INTERNATIONAL: Actual freight charge on all orders outside the con-
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CALL OR WRITE FOR FREE CA TALOG
SOFTWARE FOR
ATARI 8-BIT
SPECIALS
QBERT 7.99
POPEYE 7.99
FROGGER 7.99
GYRUSS 7.99
STAR WARS 7.99
MINER 2049ER 4.99
BASKETBALL 4.99
DEFENDER 4.99
QIX 4.99
PACMAN 4.99
DIG DUG 8.99
POLE POSITION 8.99
MS. PACMAN 8.99
MOON PATROL 8.99
MILLIPEDE 8.99
ROBOTRON 8.99
FAMILY FINANCES 8.99
PAINT 8.99
DELTA DRAWING 9.99
KIDWRITER 9.99
ATARI WRITER PLUS 37.99
B GRAPH 29.99
BASIC XE 49.99
PAPERCLIP 36.99
SYNFILE 29.99
SOFTWARE/HARDWARE
FOR ATARI ST.
520 S.T.
COLOR MON.
S/S DISK
DRIVE
KEYBOARD
5 FREE PROGRAMS
788 00
ELECTRONIC ONE" CALL C6I4J 864-9994
P.O. Box 13428 • Columbus, Ohio 43213
CIRCLE #141 ON READER SERVICE CARD
ANALOG COMPUTING
APRIL 1986 / PAGE 109
THE
Premier Word Processing
Package
-CREATIVE COMPUTING
"PaperClip is easy to use, yet offers the advanced features of programs designed for the IBM PC. These include: block move,
copy, delete, macros, automatic page numbering, headers, footers, underlining, boldface, super and subscripts, variable
character pitch, and custom character sets. The editing screen can be set up to 1 30 columns wide, & text can be scrolled in any
direction. A preview mode displays formatted text exactly as it will appear on the printed page. You may further define your
own formatting parameters, including margins, line lengths, page length and spacing.
PaperClip contains over 30 printer files for all the current major models. The documentation is excellent and the disk itself un-
protected, though keyed through a joystick port. This means you can make as many back-up copies as you like, but can use the
program only when the key is inserted." CREATIVE COMPUTING
"PaperClip is one of the easiest of the professional word processors to use, with a sensible manual and plenty of
aids for the accident-prone." COMPUTING NOW
"a "must have" in an ideal software library" ELECTRONIC LEARNING
"PaperClip is the Cadillac of word processors" OMNI ". ..best professional word processor available" RUN
"an excellent full-featured word processor" THE BOOK OF COMMODORE SOFTWARE "hard to beat" ACE
"So clearly superior, ...State-of-the-art word processing" ANTIC "...most powerful of packages" COMMODORE MAGAZINE
"So far as we are concerned, PaperClip is the top word processor running on a micro computer."
- HOME APPLICATIONS FOR THE C-64
"exceptional word processing" INPUT "many features. . .easy to use"-ATARi EXPLORER
"You'll find yourself growing spoiled ."-Family computing "PaperClip is a logical evolutionary step forward."- ahoy
"A superb word processor,... the most sophisticated to date!"-COMPUTE "the ultimate word processor. . ."-ANALOG
"...does exactly what it was intended to do... and more"-COMMODORE MAGAZINE
"An excellent word processor, . . .well designed. ..many advanced features! "-INFOWORLD
". . . facts attest to its excellence! " FAMILY COMPUTING
"You will not find a word processing package superior to this one!" creative computing
I&peiClip
TM
44
The §1 Best Selling Word Processing Package"
-BILLBOARD'S COMPUTER SOFTWARE CHARTS 1
Available for Commodore 64, Pet, all Atari home computers, and new enhanced 128K versions for Apple ll/e/c,
Atari 130XE and Commodore 128. New in 1986: Paperclip Elite for IBM MS DOS, Amiga and Atari ST
30 Mural Street
Richmond Hill, Ontario
LIB IBS Canada
1416)881-9941
Telex: 06-986-266
INCLUDED
J
1 7S7S Sky Park North,
Suite P, Irvine, California
USA 92714
14161881-9816
"The Energized Software Company!"
WRITE TO US FOR FULL COLOR CATALOC of our products for Commodore, Atari, Macintosh, Apple and IBM systems. Telex: 509-139
FOR TECHNICAL SUPPORT OR PRODUCT INFORMATION PLEASE PHONE 14161881-9816
I98S BATTERIES INCLUDED MACINTOSH APPLE. ATARI. COMMODORE AND IBM ARE REGISTERED TRADEMARKS RESPECTIVELY OF APPLE COMPUTERS INC
ATARI INC , COMMODORE BUSINESS MACHINES INC . AND IBM BUSINESS MACHINES INC
'as compiled from national relail store sales reports lor week ending January 5. 1985
Ill
■■I
ATARI 520ST SYSTEM PACKAGE
Comes complete with 520ST
computer with modulator, disk
drive, mouse, logo, Basic,
1st Word, NEOchrome sampler
and monochrome or color
monitor.
MONOCHROME SYSTEM
$649 00
COLOR SYSTEM
$79900
HABA
DISK
10 Meg HARD DRIVE
$619 00
u f m 5 it i iA \ a \ 1 A n > ., 1 '
j siii! 1 1 i ,i,i ,f \,x~\A • m,:
SUPRA MODEM
r2°o D oI L T$189oo
KENSINGTON
MASTERPIECE
$9999
CURTIS
Surge Suppressors
No. CUSP2, EMERALD $3999
No. CUSPF2, RUBY $5999
No. CUSP1, DIAMOND $32 99
No. CUSP3, SAFETY STRIP $1999
INFOCOM
Cutthroats $27.99
Deadline $37.99
Enchanter $29.99
Hitchhiker's Guide. ..$29. 99
Infidel $34.99
Planetfall $29.99
Sea Stalker $29.99
Sorcerer $37.99
Starcross $37.99
Suspect $39.99
Suspended $37.99
Wishbringer $29.99
Witness $29.99
Zork I $29.99
Zork II $29.99
Zork III $29.99
MUSE SOFTWARE
Final Word $99.99
Hex $27.99
PC Intercom $79.99
HABA/ARRAYS
Hippo-C $44.99
Business Letters $29.99
Write Your Own Wil!$29.99
Haba Writer $44.99
Habadex Phonebook$29.99
Habamerge $12.99
Checkminder $44.99
Mail Room Manager. $44. 99
ACTIVISION
Hacker $29.99
Borrowed Time $32.99
MIRAGE
Express $37.99
SIERRA-ON-LINE
Ultima II $39.99
King's Quest $37.99
PENQUIN SOFTWARE
Crimson Crown $29.99
MINDSCAPE
Deja Vu $37.99
— SOFTWARE —
batteries!
INCLUDED
"The Energized Software Company!
Create posters,
business
graphics,
presentations,
visuals,
newsletters,
publications.
>1
$2999
V.I.P
Professional $119.00
BLANK DISKETTES
ELEPHANT
(10) 3%" SS $29.99
MAXELL
(10) 3%" SS $24.99
(10) 3V 2 " DS $34.99
(5) 3Va" SS w/Flip'n File$13.99
AMARAY
Disk Tub.
$9.99
CITIZEN
MSP-10 (80 col.) $279.00
MSP-15 (132 col.) $389.00
MSP-20 (80 col.) $349.00
MSP-25 (132 col.) $509.00
C.ITOH
Prowriter 7500 $179.00
Prowriler 1550P $349.00
Starwriler 10-30 $399.00
EPSON
Homewriler 10, LX80, LX90 CALL
FX85, FX286, RX100, JX80 CALL
SQ2000, HI80, HS80. AP80 CALL
LQ800. LQ1000, LQ1500 CALL
— PRINTERS —
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6000 Letter Quality CALL
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LEGEND
808 Dot Matrix 100 cps $179.00
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1380 Dot Matrix 130 cps $289.00
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NEC
3000 Series $999.00
8000 Series $1399.00
ELF 360 $449.00
Pinwriler 560 $999.00
OKIDATA
182. 183. 192, 193, 2410, 84 CALL
Okimate 10 (Specify C64/Atari) »189°»
Okimate 20 (IBM) CALL
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KX1091 $259.00
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STAR
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1340 (80 column) $399.00
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P351 (132 column) $1069.00
CALL TOLL-FREE 1-800-233-8950
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In Toronto
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Canada L5L1T1
CIRCLE #142 ON READER SERVICE CARD
NL HSBH
««r **»*» BB0 XL
••simple NO-SOLDER installation
Cuiith socketed RAM riachines: most)
••use as Ramdisk or extra RAM
••upgrades single drive sgstsms
••maximizes multiple drive systems
••simple animation thru page Flipping
••extra room For word processing, data
••includes: MacroDOS-I IR
••DOSE, DOSE. 5 compatable
••user selectable density Call three?
••Fast and easy to use
••cold start and retain Ramdisk into
nBw applications
••includes D0S3 toE converter and demo
BE. 35 CBOOxl only) includes:
board, disk .manual, and RAM
43.95 board, disk, manual, less RAM
pob EE05 redondo beach CA 30S7B
CIRCLE #140 ON READER SERVICE CARD
^ £* The \
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• DICTIONARY DISK
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CIRCLE #144 ON READER SERVICE CARD
Winter CES
continued from page 100
MANUFACTURER'S LIST
Abacus
Computer Magic
Firebird Licensees Inc.
Migraph, Inc.
Soniture, Inc.
P.O. Box 7211
18 East Mall
P. O. Box 49
720 S. 333, Suite 201
480 Vandell Way
Grand Rapids, Ml 49510
Plainview, NY 11803
74 North Central Ave.
Federal Way, WA 98003
Campbell, CA 95008
(616) 241-5510
(516) 694-8961
Ramsey, NJ 07446
(201) 934-7373
(206) 838-4677
(916) 272-8206
Spinnaker
Activision
Mindscape
1 Kendall Square
2350 Bayshore Frontage Rd.
825 7th Ave., Sixth Floor
Grolier Electronic Publishing
3444 Dundee Rd.
Cambridge, MA 02139
Mountain View, CA 94043
New York, NY 10019
95 Madison Ave.
Northbrook, IL 60062
(617) 494-1200
(415) 960-0410
New York, NY 10016
(212) 696-9750
(312) 480-7667
SubLogic
713 Edgebrook Drive
Atari
1265 Borregas Ave.
Sunnyvale, CA 94086
675-D Conger St.
Eugene, OR 97402
(503) 342-1271
Hippopotamus Software
985 University Ave.
Los Gatos, CA 95030
OSS Optimized Systems Software
1221-B Kentwood Ave.
San Jose, CA 95129
(408) 446-3099
Champagne, IL 61820
(217) 359-8482
Supra Corporation
(408) 395-3190
1133 Commercial Way
Batteries Included
Albany, OR 97321
30 Mural Street
Richmond Hill, Ontario
L4B 1B5 Canada
(416) 881-9941
14 Oak St. - Suite 2
Needham, MA 02192
(617) 444-9040
Hybrid Arts
11920 Olympic Blvd.
Los Angeles, CA 90064
(818) 508-7443
Panasonic
One Panasonic Way
Secaucus, NJ 07094
(201) 348-7000
(503) 967-9075
David Beckemeyer Development Tools
Digital Devices
Pioneer Electronics USA
592 Jean St. #304
430 Tenth St. Suit N205
576 S. Telegraph
Pontiac, Ml 48053
P.O. Box 1720
Oakland, CA 94610
Atlanta, GA 30318
Long Beach, CA 90801
(415) 658-5318
(404) 872-4430
(313) 334-5700
QRS Music Rolls
Classic Image Software
Electronic Arts
Microprose
c/o Micro-W Distributing
1090 So. 350
2755 Campus Drive
120 Lakefront Drive
1342-B Route 23
Provo, UT 84601
San Mateo, CA 94403
Hunt Valley, MD 21030
Butler, NJ 07405
(801) 377-2272
(415) 571-7171
(301) 667-1151
(201) 838-5606
PAGE 112 /APRIL 1986
ANALOG COMPUTING
16K Cassette or Disk
UTILITY
Paperweight
by Curt Cox
The Atari 400/800 personal computers were
machines that appeared before their time. They had
very flexible graphics and sound, were user friend-
ly, powerful and expandable. Their hardware was su-
perbly engineered and their operating system was
finely written. They were the first computers to give
their owners "power without the price."
Hidden features were constantly being found in the
400/800s, but no more. How can I be certain? Atari
Corp. has released the access procedure for the 400/
800 self destruct vector (SDV).
Why should you use the SDV? Being put into a
closet to rot forever is a degrading death for an ele-
gant machine. Hari-kari is a far more fitting and dig-
nified death. It even has symbolic significance — after
all, Atari was killing Atari (management vs. chances
of success), and now Atari is killing Atari (the STs
are making the 400/800s obsolete).
Using Paperweight.
To use the disk version of Paperweight, type in List-
ing 1, then run it. This will create a file named
PAPERWEIGHT, which executes automatically when
binary loaded from DOS.
To use the cassette version of Paperweight, type
in Listing 1, then type in Listing 2 on top of it. When
you type RUN, the program will check to make sure
the data is correct. If so, it will "beep" twice and print
POSITION CASSETTE AND PRESS [RETURN]. Put
the tape where you want the program. Press the
PLAY and RECORD buttons on your recorder and hit
RETURN. A cassette boot file will be created.
To load it, position the tape at the beginning of the
file. Turn your computer OFF, then turn it ON while
holding down START (and OPTION on XLs). The
computer will "beep." Press the PLAY button on the
recorder and hit RETURN.
The source code can be found on the ANALOG
Computing TCS and in this issue's disk version.
How it works.
Paperweight simply finds the SDV (sometimes
known as the "sayonara" subroutine), sets the neces-
sary flags and jumps to it. Is it really that simple? No!
Atari didn't want the SDV easily accessible for ob-
vious reasons. They've succeeded admirably in pre-
venting possible accidental access. In fact, it would
be an understatement to say that the calling sequence
is hellishly complex.
The major difficulties are: (1) the SDV is floating—
i.e., it doesn't stay in one place*; (2) the flags (be-
fore you jump to the SDV, you must set various flags
in order to verify that the access wasn't accidental)
change locations; (3) the values you must put in the
flags vary; and (4) the number of flags varies.
What does the SDV do?
The SDV disengages the clock generator of the 6502
ANALOG COMPUTING
APRIL 1986 /PAGE 113
U Paperweight
continued
and puts it in a tight loop. The 6502 speeds up until
it "burns out."
The results are: (1) the 6502 is destroyed; (2) all
connections to and near the 6502 will be melted; (3)
most of OS ROM is severely distorted; (4) scattered
areas of RAM will be destroyed; (5) ANTIC halt, dis-
play and vertical blank interrupts will no longer func-
tion; (6) GTIA or CTIA will not be able to generate
colors near the color it was displaying (reds would
be gray); and (7) The console speaker will be "burnt
out."
Things to look for.
As the 6502 accelerates, ANTIC finds DMAing
more difficult. This may cause interference. Some-
times the increased 6502 speed will cause power
spikes, which can be heard over the console speaker, t
The characters can usually be seen warping, as the
character ROM is affected. Power spikes or DMAing
difficulties may throw ANTIC out of synchroniza-
tion with the TV, causing a change in all the images'
vertical positions on the screen.
"Powerstar (is) a 63-room graphics adventure that will amaze
you with its speed and challenge you with its puzzles. . ."
—ANALOG COMPUTING, NOV. '85
". . .an innovative graphic adventure that is very rewarding to
Play."
— B.A.C.E. STATION NEWSLETTER, NOV. '85
Available for Atari 130/400/800/1200 computers.
See your dealer or send $34.95 (cart.) or $29.95
(disk) (Mass. residents add 5%) to:
PANDORA SOFTWARE
1 77 Carlton Lane, N. Andover, MA 01 845
Far COD add $2. Call [61 7] 681-8440. Dealer inquiries
invited. Atari is a registered trademark of Atari Corp.
CIRCLE #145 ON READER SERVICE CARD
After the SDV has executed, pressing SYSTEM
RESET can cause a power surge, which jumps the
melted circuits and causes a screen to be temporari-
ly displayed.
What now?
You can still keep your computer around for nostal-
gia, if you want. They make great bookends, paper-
weights, pencil holders and doorstops. The little red
light still works, so you can even use it as a night
light (although not an extremely effective one). H
This makes it impossible to use SDV from BASIC, since —
by the time you locate it — it's not there any more.
tWARNING: Although your TV is in no danger of being
damaged, you should detach all peripherals (including
joysticks or paddles) that you don't want harmed.
Curt Cox is a 26-year-old, die-hard Dr. Who fan
and Atari fanatic. His family bought an Atari 800 cas-
sette system in 1982. He reads Adams, Asimov and
ANALOG Computing. His extensive journalistic and
programming talents are often overlooked because
of his unnaturally good looks.
In honor of the month of April, we include this pro-
gram. We hope you can use it. — Ed.
Listing 1.
BASIC listing.
10 REM *** PAPERWEIGHT ***
28 TRAP 20:? "MAKE CASSETTE COJ , OR DI
5K C11"J! INPUT DSK:IF DSK>I THEN 20
30 TRAP 4OQO0:DATA 0,1,2,3,4,5,6,7,8,9
,0,0,0,0,0,0,0,10,11,12,13,14,15
40 DIM DATS 191), HEX 422 J :F0R X=0 TO 22:
READ N : HEX (X)=N: NEXT X :LINE=990 :REST0R
E 1000: TRAP 120:? "CHECKING DATA"
58 LINE=LINE+10:? "LINE :"; LINE : READ DA
TS:IF LEH(DAT$><>90 THEN 220
68 DATLIN=PEEK(183J+PEEK(184)*256!IF D
ATLINOLINE THEN ? "LINE ";LINE;" MISS
ING!":END
70 FOR X=l TO 89 STEP 2 :D1=A5C CDATS CX,
X) 3 -48 : D2=ASC {DATS tX+1 , X+13 J -48 : BYTE=H
EXtDlJ*16+HEXCD2J
80 IF PASS=2 THEN PUT ttl, BYTE: NEXT X:R
EAD CHKSUM:G0T0 50
90 T0TAL=T0TAL+BYTE:IF T0TAL>999 THEN
T0TAL=T0TAL-1000
180 NEXT X:READ CHKSUM:IF T0TAL=CHK5UM
THEN 50
110 GOTO 220
120 IF PEEKfl95J<>6 THEN 220
130 IF PASS=0 THEN 170
140 IF NOT D5K THEN 160
150 PUT «1, 224: PUT ttl , 2 : PUT ttl,225:PUT
ttl,2:PUT ttl,0:PUT ttl,44:CL05E B1:EHD
160 FOR X=l TO 56: PUT ttl, 0: NEXT X:CL0S
E ttl: END
170 IF HOT D5K THEN 200
180 ? "INSERT DISK WITH DOS, PRESS RET
URN";:DIM IN$(1):INPUT INS:0PEN ttl, 8,0
^■DSAUTORUN.SYS"
190 PUT ttl, 255: PUT ttl, 255: PUT ttl, 0: PUT
ttl, 44: PUT ttl, 159: PUT ttl, 49: GOTO 210
200 ? "READY CASSETTE AND PRESS RETURN
PAGE 114/ APRIL 1986
ANALOG COMPUTING
";:OPEM ttl,8,128,"C: ,, .RE5T0RE 230:F0R
X=l TO 40: READ H:PUT ttl,N:NEHT K
210 ? :? "WRITING FILE":PA5S = 2:LINE::99
0: RESTORE 1000: TRAP 120: GOTO 50
220 ? "BAD DATA: LIME "; LINE: END
230 DATA 0,12,216,43,255,43,169,0,141,
47,2,169,60, 141 ,2,211,169,0, 141 ,231,2,
133,14,169,56,141,232,2
240 DATA 133,15,169,0,133,10,169,44,13
3,11,24,96
1000 DATA A93C8D02D3A90385O9A92C85O3A9
118502A9288DF402A2008EO8D2BDOOEO9D0O28
BDOOE19DOO29BD0OE29D0O2A , 521
1010 DATA BDOOE39D0O2BCADOE5A9D28DC602
A93E8D2F02A9A18D01D28DO3D2A9FF8DO0D2A9
FE8D02D2A9018DF002AD3OO2,28O
1020 DATA 8D6E2C8D7F2EAD31028D6F2C8D80
2EA982A2O69DOO5OE8EO1AD0F8A92E8DO1O2A9
148D0002A92O8DO7D4A9O38D,931
1030 DATA OFD2854DA98O8D44O2A22FA0C6A9
5720612FAD1FDOC906DOF9A9148DC52FA23OA0
1DA90D20612FA9FO2O252FA2 , 839
1040 DATA 30AO2AA90F2O612FA9F02O252FCE
C52FDODFA230AO39A9552O612FAD1FD0C9O6D0
F9A238A08EA9242O612FA90O,85O
105O DATA 8DFC82ADFC02C92BD0F9A9278DC6
02A230A0B2A9572O612FA92F85O3A97885O2A9
0B8DC52FA9BE2O252FA231AO , 89
i860 DATA 09A9O32O612FCEC52FD0EDA9O18D
C32FA231AO0CA91720612FA9CO8D0ED4A90F8D
C42F20D52ECEC42FADC42F8D,238
1070 DATA 142FC9O4D0FOA9308DC6O2A22EA0
2CA906205CE4A9OF8D142F20D52EADC12F30O3
4C542DA2E4A05FA906205CE4,979
1880 DATA A21C2O2C2FCADOFAA9788502A92D
85O3A9O0A2059DOCD0CADOFADOE6A93F8D2F02
A2008E1DD0A94F9D00209DFF,349
109O DATA 209DFE21E8E8A9239D00209DFF20
9DFE21E8E0FFD0E3A9418DB222A90O8D86D28D
B3228D30O28DC602A92O8DB4 , 237
1100 DATA 228D3102A9O38D8OD2A9O28D02D2
A9O18DO4D2A98F8D81D2A9888D03D2A9868DO5
D2A9838D87D2A200AD6AD2E8 , 462
1110 DATA 9D00209DFF209DFE21E8E8E0FFD0
EDA2FFAD0AD29D0023ADOAD29DOO24CADOF186
4D4CE92D488A48AEC22FAD0A,611
1120 DATA D29DFFCFCAD002A2088EC22F68AA
6840A9308D18DOA9OA8D17D0A90O8D1AD0EEC5
2FADC52F4A4A4A29028D01D4,50
1130 DATA AD142F4AA8A90O8D07D2AD0AD2OD
0AD288DOFA4D1FDO8D1FD0A2O4AD0AD29D12DO
ADOAD29D08D0CADOF1AECO2F, 747
1140 DATA CADO44AD0AD2297O8DO05OA90E8D
18D88D1AD8A9O08D17D0CEC12FADC12F4A4A4A
4A290F69O48D142FA98F8DO7,452
1150 DATA D2A02B8CCF2E8CD32E20C32E88C0
27DOF2ADC12F2DOAD209O1AA8EC02F4C62E4AE
0AD2AD8AD22901DO045EOO28 , 561
1160 DATA 601E00286OA2O4ADOAD2290F9DCO
02A9038D1DDOA90O8D1CDOCAD0EBA2FF201O2F
9D002320102F9DOO242O1O2F , 617
1170 DATA 9DO02520102F9D0O2620102F9D0O
27CAD0DF60ADOAD2A00F2DOAD288DOFAA8291F
09108D05D298608514A514D0,963
1180 DATA FC60A514C514F0FCA98F8D07D2A9
0E8DC6O28DC802A9O08DC5O2A514C514FOFCA9
308DC6O2A90O854D8DC8O2A9 , 594
1190 DATA 0A8DC582A90O8DO7D2608C44038E
45O38D4803A2OO8E49O3A9OB8D42O32056E46O
A9288DF402A9O18DF0O2A9D2 , 948
1200 DATA 8DC602A231A023A91720612FADC3
2FF0OEA9228DC602A231AO6EA92E2O612FA231
A83AA93420612FAD1FD0C9O6 , 593
1210 DATA FOO7C905FOO64CAC2F4C3B2C6C0A
0OOO780O0O0O0O7D202O2O202O202O2O2O2ODO
C1D0C5D2D7C5C9C7C8D4A0B3,28
I220 DATA AEB19B202020202O2O202O202O62
79204375727420436F789B9B50726573732ODB
D3D4C1D2D4DD20746F206265, 684
1230 DATA 67696E206C6F636174696E672053
44569B9B4C6F636174696E67202E2E2E9B1CCC
EFE3E1F4E9EEE7A0AEAEAE9B,310
1240 DATA 1C9B9B9B53656C662D4465737472
75637420566563746F722O666F756E649B9B5O
7265737320DBD3D4C1D2D4DD , 664
1250 DATA 20746F2O65786563757465266F72
9BDBD3D9D3D4C5CDA0D2C5D3C5D4DD20746F20
61626F72742E9B9BFD417265,718
1260 DATA 2O796F752O737572653F20287O72
6573732027592720666F7220796573299B9B7D
9B9B9B596F752O63616E2061 , 922
1270 DATA 626F727420776974686F75742864
616D61676520666F729B74656E207365636F6E
64732E9B9B9BAOB1BOAOA0B9,973
1280 DATA AOAOB8AOA0B7A0AOB6AOA0B5A0A0
B4A0A0B3A0AOB2A0AOB1AOA0B09B1C2O2O2O9B
C4C5D3D4D2D5C3D4C9CFCEA0 , 327
1290 DATA D0D2CFC3C5C5C4C9CEC77D9B9B44
657374727563742061626F72746564202D209B
9B707265737320DBD3D4C1D2,446
1360 DATA D4DD20746F9B72652D6C6F636174
65205344562O6F7220DBD3C5CCC5C3D4DD2O74
6F20657869742E9B44616D61,704
1310 DATA 676520696E63616C637561626C65
2062656361757365206F669B64616D61676564
206D656D6F72799BOO0O0OOO , 798
1328 REM * 1440 BVTE5
CHECKSUM DATA.
(see page 13)
10 DATA 249,351,496,811,423,729,200,60
3 , 555 , 573 , 694 , 613 , 29 , 205 , 222 , 6753
160 DATA 758,198,962,659,491,30,155,11
4,177,634,30,935,943,895,284,7185
1060 DATA 281,803,206,35,839,246,302,3
66 , 78 , 110 , 762 , 718 , 136 , 731 , 884 , 6497
1210 DATA 739,467,176,765,941,469,672,
104 , 820 , 855 , 515 , 632 , 7155
Listing
2.
Assembly listing.
I PflPERWEIBHT
I BY Curt Fok
RPAD
«
»E000
PAD
r.
»2B00
FS
3
»2000
EDFS
m
FS»6?0
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KEY3
L--
764
CTR
u
it
BLINK
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W3TRTF
m
580
NMIEN
m
31236
flUDCTL
■=
»D203
3KCTL
a
»D20F
FSIBT
=
560
3ET0B
■
• E43C
PADASE
■ -
756
START
=
6
SELECT
■
5
DYMUM
..I
*3000
F3IVEC
•*
512
VTNABL
m
53277
VDEL
a
53276
VTBA8E
n
5127?
CTRLSB
■
20
RED
■=
»30
SREEN
■t
»D2
AMBER
>:
»27
ORANSE
«
»22
SPFC0
m
710
3CBAK
m
712
ATTRACT
=
77
CONSL
m
53279
con
m
»0342
BUFAD
•=
»0344
BUFL
W--
• 0348
CUR09R
TB
732
CHLUO
n
70?
pac
o:
704
HP0C
a
»D012
ANALOG COMPUTING
APRIL 1986 /PAGE 115
S COMPUTER PALACE we know atari!
' > "^^^™T»™ ^^ H H » ■! W^HWm^BH CALL US AT (5031 B83-5361 FOR INFORMATION
INVENTORY
MASTER
REPORTS GENERATED:
• Purchase Order
• Recommended
Orders Report
•Inventory Control
Report
•Product History
Report
INVENTORY MASTER AND A 48K ATARI COMPUTER GIVES SMALL BUSINESS THE
ABILITY TO BECOME A MASTER OF INVENTORY CONTROL AT A VERY LOW PRICE. IN
VENTORY MASTER has all the features of programs costing many times more.
Here are just a few: «Use 1 - 4 disk drives • Over 1700 records per disk • Retrieve
any item within 5 seconds • Fast edit capability, plus many more features.
Atari 400/800, XL/XE
$89.95
ST version $179.95
Full support of
mathematical functions
(sin, cos, In, exp, act..)
Built-in line editor for text
& formula editing
Text can be entered
across the cells
ST CALC
PUT ST CALC TO WORK FOR YOU
AND BENEFIT FROM THE RESULTS.
ONLY $49.95
ST CALC makes the ST into a powerful, easy to use worksheet that replaces paper, pen-
cil and calculator with the easy to use GEM operating system. Just point and click to
manuver icons, windows, pull-down menus to calculate all kinds of problems. At home
and business do anything from balancing your checkbook to designing your program to
ask 'What If questions about sales projections, cost analysis, etc...
TMVf A QJK£T
48K Disk
SPREADSHEET
TEMPLATES
READY TO LOADNGO
for use wiTHSynCa/c
FEATURES:
• Eight ready-to-use
Templates.
• Easy to use. ..Just
load them from Syn-
calc and enter your
data.
• Save hours of
tedious spreadsheet
setup.
• All formats are pre-
tested for accuracy.
ST
VIP™
version
$24.95
Templates included:
- Loan Amorization
Schedule
- Net Present Value
- Future Value
- Personal Financial
Statement
• Alternative Invest-
ment Analysis
- Check Register
- Personal Register
(Roster)
- Depreciation
Schedule
One of the most versatile data-base programs
available
Features Includes:
• Lighting fast retrieval
• Fast Sorts on any field
• Supports up lo 4 drives
• Single or double density
• Store about 1100 records
per disk side in double
density
• On-screen prompts
• Help-screens
• State abbreviation table
• Redefinable fields
• Print labels 1. 2, or 3-up
• View records on screen
• Search on any field (Fast
sort on name field - 1 sec.
lofinda name out of 1000)
• Much more!
800, XL, XE 39.95
ST ver. 69.95
■ Program Covers
4 Disk Sides
' Outsmart Your Friends
1 Outwit The Dragon
i Join The Quest
Only $39.95
For 800, XL.XE models with
al least 48K and one disk
drive.
A new concept in computer gaming, intellectual challenge, strategy
and arcade action. Each player assumes the role of a lord with a
questing party of three characters. Complete the quest, earn the mosl
gold by answering questions and battling the dragon Win the lavor of
the king and thus, the game. There is also a Trivia Quest Utilily disk
available.
Utility disk: 1000 Additional questions
plus create your own.. $24.95
SPECIALS
DONkEYkONG 9.95 C
SUMMER GAMES 19.95 D
CHESS PARKER BROS 29.95 C
INV.T0PR0G #3 7.95T
SANDS OF EGYPT 14.95 D
PACMAN/OIX 14.95 C
METEOR STORM' 4.95 D
DIGGER BONK 7.95 D
MUSIC MAJOR 7.95 D
LETTER WIZARD 29.95 D
GERMAN ATARIWRITER 39.95 D
BASEBALL STRATEGY 9.95 T
VISICALC 29.95 D
* Note: any product with a star
means not XL compatible or re-
quires translator disk.
No Documintation
Tapes Only
FANCY FONTS
MATHS FOR FUN
SPACE GAMES
INSTEDIT
BRAIN BOGGLERt
MINI WORD PR0C
MUSIC MAjOR
DIGGERB0NK
DATA BASE DIALER
GUESS WHO'S COMING TO
DINNER
MARATHON
BOBS BUSINESS
PROTO'S GAME
GRADE BOOK
F0NETONE
MEMORY MAP
DISPLAY LISTS
*0NLY 7.95 Each*"
$+
#1 DISPLAY LISTS
#2 SCROLLING
#3 PAGE FLIPPING
#4 BASICS OF ANIMATION
#5 PLAYER MISSILE GRAPHICS
#6 SOUNDS, MUSIC
#7 DISK UTILITIES
#8 CHARACTER GRAPHICS
#9 GTIA, GRAPHICS 9-11
#10 SOUND EFFECTS
#11 MEMORV MAP TUTORIAL
#12 SAM. TUTORIAL
INSTEDIT
MARATHON
THE GRAPHICS MACHINE
MUSIC MAJOR
SPACE GAMES
MINI DATABASE/DIALER
MINI W0RDPR0CESSER
KID'S GAMES #1
KID'S GAMES #2
DOG DAZE
BOWLERS DATABASE
F0NET0NE
ATARI GRADE BOOK
THE BEAN MACHINE
GUESS WHAT'S COMING TO
DINNER
MATHS FOR FUN
BRAIN BOGGLER
THE ADVENTURES OF PROTO
PROTO'S FAVORITE GAMES
PROTO'S FUN DAY
MASTER MEMORY MAP
GRAPHIC LABELS . 0NLYS2.95
FRICKY TUTORIALS #1-#6
$24.95
TRICKY TUTORIALS #7-12
J24.95
OUR LIBRARY
o- SPECIALS!!! ~%
$7.95 EA. $7.95 EA.
GAMES DISK »1 tllljl, DISK «4
GAMES DISK »2
GAMES DISK #3
GAMES DISK *J
DIMOSDISkol
DEMOS DISK #2
1)1 MOS DISK »3
UTILITIES*!
UTILITIES#2
UTILITIES #3
ACTION DISK «l
ACTION DISK *2
ACTION DISK *3
EDUC DISKfl
EDUC DISK*?
EDUC DISK #3
tOUL DISK *i
EDUC DISK*6
EDUC DISK»7
EDUC DISK #8
EDUC DISK *9
EDUC DISK »10
SPELLING BEE
BEST OF ACE «i
$5.95 each
WIZ OF WOR C
DELUXE INVADERS C
GORF (Nol lor XL) C
MINER 2049ER C
$7.95 EA
BEST 01 ACI »?
BEST 01 ACt »3
BEST Of ACS »J
BEST OF ACT *!>
BEST OF ALl #6
BESI OF ACL "1
BEST OF ACt *8
RES! OF ACL *9
BESI OF ACE «!()
BESI OF ACE oil
BEST OF AC£»!2
BEST OF ACE *13
3ESI0F ACE»14
PROTECT YOUR EQUIPMENT
DELUXE
DUST
COVERS
Custom fitted, attractive leather browo color:
• ATARI 400. 800. 60O/800/1200XL. New XE & ST.
410. 810 1050, 1025. 1027. CX85 • EPSON.
GEMINI. PROWR1TER printers • INDUS. RANA.
PERCOM. TRAK disk drives. ,„.,„ ,
Additional covers
ordered al same time
ONLY $8.95 EACH | ONLY $7.95 EACH
E
COMPUTER
PALACE
OPEN M-F. 9-6 Sal 10-4 (Pacific Time)
2160 W 11th Avenue Eugene. Oregon 97402
DISK NOTCHER
9.95
HARDWARE
LEGEND 808 199.00
PANASONIC 1091 299.95
PANASONIC 1092 399.50
0KIMATE10 179.50
EPSON LX-80 249.95
1050 DISK DRIVE 189.95
INDUS GT 249.95
10MEG.H D.DRIVE(XL) B49.95
SWIVEL BASE STAND 29.95
OAK MONITOR STAND 39.95
XM 301 MODEM 44.90
MPPIOOOE MODEM 59.95
UCALL POCKET MODEM 129.95
MPP1150 PRINTER INTF 59.95
16KRAM(800only) 17.95
MISC
JOYSTICK HANDLE 1.49
JOYSTICK BOARD . ..2.49
JOYSTICK CORD .2.98
400/800 POWER SUPPLY 24.95
XL/XE POWER SUPPLY. 24.95
XL 6'PRINTER CABLE 29.95
XL 12'PRINTER CABLE 36.95
ST 6'PRINTER CABLE 24.95
ST 12'PRINTER CABLE 28.90
ST LOGO BK 17.95
ST COMPANION BK 17.95
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VIPPROFFESSIONAL
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CALL
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79.95
69.50
79.50
99.50
97.50
34.95
138.50
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29.90
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44.90
49.50
34.95
26.90
39.50
39.50
33.90
34.90
THE CRIMSON CROWN 34.90
ST STAND
Only 29.95
+ $5 00 min shipping charge
Beautifully finished stand to
hold your ST monitor, 2 disk
drives, a modem, ect . . .
SHIPPING INFO: Minimum S2 90 Ground $4 75 An Actual
Cost depends on weighl Call (503) 683-5361 lor information
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the manufacturer It any rtem purchased from us fails to per-
form properly when you receive it. call us at (503) 683-5361
so thai we can assist you No returned merchandise accepted
without authorization Defective software will be replaced
with another copy of the same program otherwise no soft-
ware is returnable
• 2 Day Air Shipping AVAILABLE •
CIRCLE #146 ON READER SERVICE CARD
Paperweight
continued
PUT
p
»0B
DMA
Si
339
P0X
■
3324B
ospe
=■
• D2»f>
OSP1
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• 2CH
(After DOS
LDA
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LDA
• 3
(Trap
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1
STA
BOOT
LDA
» >3DV1
STA
BH0E»1
LDA
• <8DV1
STA
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SDV1
LDA
» >PAD
3TA
PADASE
LDX
•
8TX
AUDCTL
CT
LDA
RPAD, X
PAD X
! Itovf
STA
iroh
M4
I
i
M3
1
LDA RPAD*236,X l vector
STA PAD*236.X Itlbla
LDA RPADf312,X I to RAH
STA PAD+312.X I to use
LDA RPAD+768.X I II a
STA PAD*76B,X I -scratchpad"
DEX
BHE CT
LDA IQREEH I condition
STA 3PFC0 igraan
STA
DNA
• Bat
LDA
• »A1
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STA
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(access or
8TA
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1 "handshake"
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• 233
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[ victor la
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• 234
1 locatable
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• 1
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1
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|Flag
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1 Sequence
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{Processing
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FSP+2
) Stack
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>
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j Compute
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1 acratchpad
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ATTRACT
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• •
.
STA
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1 Print
LDV
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(by Curt Com
LDA
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• 6
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I
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• 20
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ST I
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1
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1
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LDY
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i
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PRINT
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IFlnd next
J3R
FIND
I vector
DEC
ST I
IFlnd aora
1
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H2
1 If needad
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LDA »H6-H3
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LDA D0
8TA KEYS I Sura.
LDA KEYS
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LDA »AHBER
8TA 8PFC0
LDX • >H6
LDY • <H6
LDA »H7-H6
J3R PRINT
8TA
0SP1
LDA
• 1
8TA
0SP2
LDA
• •8F
STA
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LDA
• •88
STA
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1
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I ten socondl
I to i.fol y
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LDA • >AB0RT I Abort on
STA SHOE+1 iSyataa
LDA • < ABORT I Reset
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L3
1
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1 Pr 1 n t 10
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1 "
CDH
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5 8
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i 7
LDX • >H7
! 6
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1 3
LDA »H8-H7
1 4
JSR PRINT
1 3
DEC ST I
1 2
BNE CDH
1 1 » »
LDA »1
STA DAMAGED
LDX • >na iDestruct
LDY • <H8 {Proceeding
LDA WAl-na
JSR PRINT
LDA
• 192
STA
NMIEN
iSat
LDA
• »0F
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STA
SBI
If laga
JSR
STAT
If roa
DEC
SBI
If -atack
LDA
8BI
STA
8LVL»1
CHP
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BNE
SB
LDA
• RED
STA
SPFC0
LDX
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I8at
LDY
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|A,X,and y
LDA
• 6
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Ito BDV
JSR
SETOB
LDA
• ••F
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STA
SLVLH
1 Juap?
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8TAT
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LDA
DEL
Itry
BHI
QE2
1 raaat
J HP
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LDX
• *E4
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1 vector
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•aic
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FOB
Itha routine!.
DEX
lare uaed
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FL
1 In flag
LDA
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land vector
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SHOE
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iflag
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• •
LDX
•3
1 values
STA
BRAF.X
DEX
1 rough
) explanations
mill be
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••
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IFor
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X 1 further
8TA
FS*310,
X | information
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1 eee the revlaed
CPX
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1 technical
LDA
• *41
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STA
E0F8
1 deatruct
LDA
•0
1 append! k
1 (ATUNDA)
STA
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I section
STA
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8TA
SPFC0
LDA
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STA
E0F3+2
STA
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lacess
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I vector
I location
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STA
LDA
STA
DEX
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JHP
PHA
TXA
PHA
LDX
LDA
STA
DEX
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LDX
8TX
PLA
TAX
PLA
RTI
LDA
STA
LDA
STA
LDA
8TA
INC
LDA
LSR
LSR
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AND
STA
LDA
L8R
TAY
LDA
STA
LDA
ORA
DEY
BNE
EOR
STA
LDX
LDA
STA
LDA
3TA
DEX
BNE
LDX
DEX
BNE
LDA
AND
BTA
LDA
BTA
STA
LDA
8TA
DEC
LDA
LSR
LSR
LSR
LSR
AND
ADC
STA
LDA
8TA
LDY
STY
STY
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CPY
BNE
LDA
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ORA
TAX
STX
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FSP8P l Screen
MRSC X lout
F3P8P {unnecessary
HRBC+236,X l scratchpad
land
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ATTRACT i entries
OL Ito save
Itlae.
PN
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I to 6302
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Ito FILO
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• 8
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1 location
•
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ST I
lit to
ST I
1 determl ne
A
• its
A
1 proper
A
lvalue
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•
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CONSL
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SIZE, X
1 needed
RL
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A
A
A
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1 7 of their
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arallals
y sub-
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• PAD/236+3 I the
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DEL
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CD
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8L
LDX F3P3P
LDA F3PBP
AND #1
BNE 8L
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RT8
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RTS
{ Scramble
(the
{FSPSP
ANALOG COMPUTING
APRIL 1986 /PAGE 117
IS5UE 1 UOLUHE 1
DEMONSTRATION FIND ADVERTISEMENT BV XLent 5oPtMare
WINTER EDITION 86
CRERTILITY PRINTWRRE
XLENT PRESENTS f
i
I
RUBBER STAMP r^i
I
$MMm$M®mMMmM$MMiM^MM$i
ffATURES
EXPAND /SHRINK
ROTATE /MIRROR
REFLECT- FLIP
MULTI-FILLS
ELLIPSE /BOX
TRUE CIRCLE
ICONIZE PIX
16X16 FONTS
48 TEXT SIZES
CREATE FONTS
CONVERT ICONS
AND MUCH MORE
CREATE PIX, TEXT, */OR ICONS!
USE other Hare pix. Add 16x16
HI-RE5 PROPORTIONAL text.
CONVERT other Mare icons
into TYPESETTER icons.
*LEFT:
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PICTURE
SHRINK
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CREATIVITY. & RESOLUTION
MHRT CRN TVPESETTER DO?
THIS NEWSLETTER AD IS JUST ONE EXAMPLE! !
Create Forns, labels, signs, letterhead, cards,
OR HIGHLV DETAILED GRAPHICS FULL PAGE HAROCOPVl
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AND TEXT
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Ne can't list all oF the
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RUBBER STAMP is both a Fast,
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RUBBER STRMP
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PAGE DESIGNER
FOR ALL 8-BIT
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USE RUBBER STAMP SCREENS
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CURRENT NOTES
DESIGN Full-page printouts ON-SCREEN.
COMBINE text, Borders, & pix Fron other Hare.
edit in 40 or 88 coluHns. Nix 40 colunn Fonts
Graphics Editor puts Final touches on layout.
PAGE DESIGNER alloHs anyone QUICK, EASY layout
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This ad Has created by Ira Bricknan using TYPESETTER & white Lion Software's graphics LIBRARIES
CIRCLE #147 ON READER SERVICE CARD
U Paperweight
continued
STflT
PC
90RT
BLVL
L?
I
FIND
PAM
I
FOB
FOBM
!
NOD
JSDV
JDOS
I
CD
DEL
PN
DAMftOED
SB I
8TX
Ml
Ills*
I scratchpad
I to
I dttcrnlni
II* all
> flags
%h*vm been
I found
LDX e*
LDA FSP8P
AND «»9F
STA P»C.X
LDfi #3
STA VTNABL
LDA 90
3TA VDEL
DEX
BNE PC
LDX »»FF
JSR 80RT
STA VTi-»03»«,x [Find
J8R SORT [tha
8TA VTf*e4»e,x jvarlance
JSR SORT {factor
STA VT*»03»B, X (between
JSR SORT JFSPSP
STA vTf»06i»e,x land the
JSR SORT ! scratchpad
STA VTt»»7»« X land
DEX iriitructurt
BNE LOOP |lf
RT8 Ineceaaary
LDA FSPSP
LDY »»BF
AND FSP8P
DEY
BNE L9
TAY
AND »»1F
ORA **10
STA 0SC2
TYA
RTS
STA CTRL8B I Malt
LDA CTRLBB l for Destruct
BNE PAM Ulna to
RT8 5be low.
I Check
If lag
I to make
I aura
I propar
ivalua haa
I baan found
CTRL3B
CTRLSB
FOBM
»»8F
03C3
»14
8PFCB
SCBAK
•
CHLUM
CTRLSB
CTRLSB
VM
• RED
8PFC0
*a
ATTRACT
SCBAK
• 10
CHLUM
•
03C3
I Chuck
If lag,
Iflag valua
I victor
I and
I itqusnca
I coda and
I recompute
las necessary
LDA
CMP
BEQ
LDA
STA
LDA
BTA
3TA
LDA
STA
LDA
CMP
BEQ
LDA
STA
LDA
STA
BTA
LDA
STA
LDA
STA
RTS
8TY BUFAD
3TX BUFAD+1
8TA BUFL
LDX *»
8TX BUFL-H
LDA a*0B
STA COM
JSR CIOV
RTS
LDA • >PAD
3TA PADA8E
LDA »1
STA CUR03R
LDA B8REEN
STA 710
LDX » >A1 IPrlnt
LDY » <A1 | aborted
LDA »A2-A1
JSR PRINT
LDA DAMftOED
BEQ NOD (determine
LDA KORANOE (damage
STA 710
LDX * >A3
LDY # <A3
LDA »A4-A3
J8R PRINT
LDX » >A2 IPrlnt
LDY * <A2 I how
LDA »A3-A2 lauch
J8R PRINT
IPrlnt
I routine
I CI m*r
I destruct
I request
LDA CONSL
CMP B3TART
BEQ JSDV
I Ex It
lor
CMP »SELECT irastart
BEQ JD08
JMP CHECK
JMP BDV
JMP (»0A)
.BYTE
.BYTE 120
.BYTE
.BYTE
.BYTE
.BYTE
.BYTE " >
.BYTE
.BYTE
las
I requested
PDPEKME1BHJ 3.1", »9B
by Curt Cox
M2
M3
H4
M3
He
H7
MS
ftl
A2
ft 4
!
BYTE S9B.SVB
.BYTE
.BYTE
.BYTE
.BYTE
.BYTE
.BYTE
.BYTE
.BYTE
.BYTE
.BYTE
.BYTE
.BYTE
.BYTE
.BYTE
.BYTE
.BYTE
.BYTE
.BYTE
.BYTE
.BYTE
.BYTE
.BYTE
.BYTE
.BYTE
. BYTE
.BYTE
.BYTE
.BYTE
.BYTE
.BYTE
.BYTE
.BYTE
•- S02E0
. MORD PM
.END
-Press CSTHHTT to begln-
- locating 8DV",»9B,*9B
"Locating . . . ",*?B
"locating ...-,♦98 --
»TB,»"fB,»9B
"Self-Destruct Vector"
" found", »YB.»»B
"Press CSTHKT] to "
"execute or" »?B
•[SYSTEM KEStTJ to "
"abort. ",»'rB,»'rB
" JAre you sure?"
" (press *Y" for yes)"
»?B,»9B
"I", »9B,*9B,«9B
"You can abort without"
" daeage for" »9B
-tan seconds. ' »9B,»98
*9B
" /» S> » 7 6 3 4-
• lit 0",«9B,""
»9B
•DESTRUCTION fKOCEEBlMO-
">",»9B,»9B
"Destruct aborted - " , »9B
»9B "press CSTRHTJ to'
»9B "re-locate SDV or -
-CSELECTJ to exit."
l?B, "Damage lncalcuable "
"because af" p *9B
"damaged «eeory",S9B
iload run address
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CIRCLE #148 ON READER SERVICE CARD
ATTENTION
PROGRAMMERS!
ANALOG Computing is interested in programs, articles, tutori-
als and hardware/software review submissions dealing with the
whole line of Atari personal computers, including the new ST
models. If you feel that you can write as well as you can program,
then submit those articles and reviews that have been floating
around in your head, awaiting publication. This is your opportu-
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All submissions must be in an easy-to-read type, upper and low-
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well as in printout form. All submissions must be the original work
of the author. By submitting articles to ANALOG Computing,
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Send programs to:
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ANALOG COMPUTING
APRIL 1986 /PAGE 119
S£yco Compute cJUg/ttoit/ig £ Consultants
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TR122MVP 12" Amber IBM ... .148
INFOCOM (520ST) GLENTOP HABA
Wishbrinqer 28,95 ST Logo Book 15.95 10 Megabyte CALL \
Zork I 28.95 Hippo C Compiler 49.95
Zork II.: 31.95 MARK of UNICORN (520ST) Check Minder 49.95
Business Letters 36.95
Wills 36.95
Zork III 31.95
Deadline 33.95
Starcross 33.95
Suspect 31.95
MARK of UNICORN (520ST)
HEX 29.95
MINCE 129 95
PC/lnterComm 99 95
SOFTECHNICS
FTL GAMES Timeltnk 75.00
Sea Stalker 28.95 Sundog 29.95 Rh y hm 3995
Suspended 33.95
Cutthroats 28.95
Intidel 31.95!
Sorcerer 31.95
Enchanter 28.95
SIERRA
MIRAGE CONCEPTS
Witness' 28.95ULTIMA II 39.95 EXPRESS 34.95
MODEMS
HAYES
SMARTMODEM 300
SMARTMODEM 1200.. .
SMARTMODEM 1200B .
SMARTMODEM 2400
MICROMODEM HE
DRIVES
ANCHOR
Volksmodem
Volksmodem 12
Mark 12 -
ATARI
800XL CALL
130XE (NEWi CALL
520ST (NEW CALL
1050 Drive 165
1010 Recorder 42
1020 Printer 55
1025 Printer 159
1027 Printer 179
850 Interface 109
ATARI SOFTWARE (NEW)
Codewriter 35.75
Filewnter 20.75
Reportwriter 20.75
Menuwriter 20.75
Home Integrator 19.75
Small Bus. Inventory 11.75
Salesman Expenses 11.75
Aces Rec/Pay 1 1.75
Retail Invoice 11.75
Final Legacy 15.75
Adventure Writer .-18.75
INTERFACING
AXIOM
AT846 (Atari) 65
ATARI
850 Inte'face 109
DIGITAL DEVICES
ADeFace XLP (Atari) 49
U-Prinl A (Atari) 54
U-CALL RS232 (A(ari) 37
CARDCO
C/7AT (Atari) 49
MICROPROSE (Atari)
Kennedy Approach.. 21.75
Crusade in Europe 24,75
Decision in Desert 24.75
Solo Flight 20.75
Nato Commander 20.75
Spitfire Ace 18.75
F-15 Strike Eaqle 20.75
SUB LOGIC (Atari)
Flight Simulator II... . 32.75
Night Mission Pinball 20.75
DISKETTES
DENNISON
ELEPHANT 514" SSSD 11 99
ELEPHANT 514" SSDD 12.99
ELEPHANT 514" DSDD 14.99
PREMIUM 5V.-." SSDD 13 99
PREMIUM 5"." DSDD. .15.99
VERBATIM
51»" SSDD 1399
5V4" DSDD 19.99
BONUS
514" SSDD 8.99
5Vt° DSDD 12.99
BRODERBUND (Atari)
The Print Shop 28.95
Graphics Library 18.95
Graphics Library II 19.50
Bank St. Writer 42.75
Whistler's Brother 18.95
Spelunker 18.95
Stealth 18.95
Serpent's Star 24.95
Mask of the Sun 24.95
TOLL FREE 1-800-233-8760
TO ORDER
PA. Residents call
1-717-494-1030
Customer Service 1-717-494-1670
VISA
or send order to
Lyco Computer
P.O. Box 5088
Jersey Shore, PA
17740
RISK FREE POLICY
In-slock items shipped wilhin 24 hours of order No deposil o COD orders Free
shipping on prepaid cash orders within the continental U L Volume discounts
available PA residents add sales tax APO FPO and international orders add
S5 00 plus 3% for priority mail service Advertised prices show 4% discount for
cash, add 4% for MasterCard or Visa Personal checks require 4 weeks' clearance
before shipping. Ask about UPS Blue and Red label shipping All merchandise
carried under manufacturer's warranty Free catalog with order All items subject
to rhange without notice
CIRCLE #149 ON READER SERVICE CARD
THE END
USER
THIS MONTH:
High-end
software news,
taxing time
and a "plus."
Arthur Leyenberger is a human /ac-
tors psychologist and free-lance writer
Jiving in New Jersey. He has been an
Atari enthusiast for /our years. When not
computing, he enjoys playing with ro-
botic toys.
by Arthur Leyenberger
We have a problem: the rampant pirat-
ing of ST programs. It could jeopardize
the future of ST software and, ultimate-
ly, the future of the Atari ST computer
itself. These are not idle words. There
is a serious possibility that, unless there
is less stealing of ST software, publish-
ers will simply not produce any more.
As you can probably figure out, no soft-
ware equals no computers. Let's explore
the problem.
First of all, let's not pretty it up. This
is not Robin Hood. These are people
stealing for themselves (and for their
friends) . Software theft occurs because
the folks who do it know they probably
won't get caught — or if they do get
caught, nothing will happen to them.
Currently, it's tough to get a conviction
for copyright violation, because federal
and local authorities don't want to be
bothered. The copyright laws them-
selves are archaic, and their interpreta-
tion is seen as a hassle by prosecutors
and judges.
One result of software theft is copy
protection. Those of you who have read
my product reviews in ANALOG Com-
puting know that I'm as much against
copy protection as the next person. I
don't like the idea of having to use an
original program disk, even at startup
(as in a key disk system).
Moreover, some copy protection
schemes take longer to load, prevent the
use of the software on a hard disk, and
often wreak havoc with the disk drive.
I know of some ST software that, even
when used legally and correctly, can
scramble the disk contents.
In the past, my software reviews have
applauded manufacturers who have not
copy protected their products. I've asked
that users not abuse these sane protec-
tion policies by giving or receiving ille-
gal program copies. I will continue to do
this and I'll tell you when software is
protected. My views on copy protection
concern application software and utili-
ties. I think software companies are per-
fectly justified when they protect games.
If nothing else, this at least slows down
the thieves.
Why is it important for you (make that
for all of us) not to give or receive ille-
gitimate copies of software? Because
we're on the verge of wiping out anoth-
er endangered species: ST software. As
I said before, if it continues to be wide-
ly copied and freely handed out, pub-
lishers will have to either copy protect
software or not produce programs for the
Atari computers at all!
For the ST, publishers are not big com-
panies, like Microsoft, AshtonTate or
MicroPro. For the most part, they're
folks much like you and me, who write
software for a living. If they can't make
a living at it, they simply won't do
it . . .or they'll find another computer to
write for. Stolen software is money out
of their pockets.
When the ST was first released, I had
ANALOG COMPUTING
APRIL 1986 /PAGE 121
END USER continued
hoped that we (the users) could begin
over again, with respect to piracy. I saw
companies like Batteries Included re-
lease software for the ST with the phi-
losophy that they would: (1) not protect
the software; (2) charge as low a price
as possible; and (3) offer as many fea-
tures as possible. With this approach, I
thought piracy would no longer be a
problem. Boy, was I wrong.
To combat this, we must begin at
home. Everyone must simply stop ask-
ing for — or accepting — "free" software.
(By the way, parents: do you know
where your child's software is coming
from? How can a teenager afford to have
just about every game made for the Atari
computer?) When each of our own
homes is in order, then we can start to
criticize others. Please, don't do it. It is
wrong, and it will hurt us.
Look Ma — more software.
It's happening! The 520ST is catching
on like crazy, and well it should. What
with TOS finally in ROM, 1-megabyte
STs becoming available and plenty of ex-
cellent software appearing, it's no won-
der that the 16-bit Atari computer is a
hit. There are even high-end software ti-
tles coming into existence. Let me tell
you briefly about one of these.
It's called The Graphic Artist, and it
gives the ST features of a CAD (Com-
puter Aided Design) workstation. If that
were all the program provided, it would
be amazing — CAD workstations cost
from $5,000 to $50,000 and are dedicat-
ed computer systems. No, The Graph-
ics Artist does a lot more; it provides
business graphics, freehand drawing
and typesetting functions, too.
The Graphic Artist is a vector-based
graphics program; every point on the
screen can be described as a pair of
coordinates. One unique property of this
program is that all coordinates are
stored in the cells of a spreadsheet-like
array. Because of this, you can manipu-
late your drawing in "spreadsheet"
mode and perform "if-then" graphics us-
ing formulas or actual values. Even the
$50,000 programs can't do that.
The Graphic Artist has zoom, pan, ro-
tate, macro and text-processing func-
tions, and will work with a variety of
printers and plotters. It will also work
with laser printers. Here's your chance
to get involved in so-called desktop pub-
lishing.
There isn't enough space here to ful-
ly review the program; I just wanted to
give you a taste of its sophistication and
show that the 520ST will have high-
quality, serious software available. The
Graphic Artist retails for $500 and is
published by Progressive Computer Ap-
plications, 2002 McAuliffe Drive, Rock-
ville, MD 20851 — (301) 340-8398. It will
be available by the time you read this.
An RS-232 plug.
I consider myself fortunate; I get to
use a lot of software for Atari computers.
I try even more software than I use, and
my usage isn't limited to Atari machines.
I use MS-DOS computers on a daily ba-
sis, which lets me try even more soft-
ware.
Why am I telling you all this? Simply
to show you that, when I find a program
which does what it's supposed to do, is
easy to use and priced right, I latch onto
it. (Also, I don't mind plugging excellent
programs.)
ST-Talk from QMI is one such pro-
gram. I reviewed it in issue 38 but as I
said then, there isn't much to say about
the program — it works. That's still true,
but I've used it quite a bit on Compu-
Serve to download files to my ST.
When programs like PC/InterComm
have communication problems (mean-
ing that they consistently get errors
when downloading a file), ST-Talk is
brought out and handles the job like a
pro. I've never seen ST-Talk not able to
download a file when another program
has failed.
ST-Talk is under $20 and has to be one
of the best ST bargains going. From
QMI, P.O. Box 179, Liverpool, NY 13088
— (315) 422-5010. Note: version 1.0 of ST-
Talk will not work with TOS in ROM.
Version 1.1, which is currently shipping,
works like a champ.
QMI has a very reasonable upgrade
policy: $2 and the original disk get you
the newest version of the program. You
can't beat that, so buy it and support
QMI. And please, since the disk is not
copy protected, don't give or take copies
of the program.
By the way, I recently got a message
on CompuServe from Wynn Rostek of
SST, makers of Chat. Chat is a terminal
program for the ST that was reviewed
in issue 37 of ANALOG Computing. At
any rate, I had left a message to some-
one on the Atari SIG, in response to
their question about ST terminal pro-
grams. I had recommended ST-Talk, and
Wyrrn thought I'd showed bias in recom-
mending another company's product.
To quote Wynn Rostek, "Chat works
great with all standard Xmodem trans-
fers. Most Atari boards don't run stan-
dard Xmodem, and neither does Com-
puServe." This comment was in re-
sponse to my SIG message and my re-
view of Chat.
Well, if you have a product that does
not work with CompuServe or various
Atari bulletin boards, why recommend
it to readers who use those services?
For the folks who use CompuServe
(and other boards that need an inexpen-
sive program to successfully download
files) , Chat simply doesn't do the job that
ST-Talk does.
When SST modifies Chat to work in
these situations, I'll be happy to do a re-
evaluation of their program in print. Un-
til then, I'll continue to plug good soft-
ware in this column, backing up my
views with facts. After all, the purpose
of ANALOG Computing magazine is to
provide you with the information to
make Atari computing as interesting and
rewarding as possible.
That time of year.
It's that time of year again: tax time.
We dread it like the plague, but report-
ing to the IRS is one of those irksome
duties we all have to do. If you like solv-
ing puzzles, then you probably enjoy
filling out your income tax forms. Try-
ing to figure out what you are or aren't
entitled to claim can be as challenging
as solving Rubik's Cube. For me, the big-
gest hassle is the paperwork.
Cheer up, friends, there's help in store
for you. The Tax Advantage by Con-
tinental Software will let you to enter all
your income tax data on your Atari 8-bit
computer, then print the results — ready
to send to Uncle Ron. Read on!
I've been using The Tax Advantage for
three years now. I know it to be a relia-
ble, easy-to-use program that satisfies
my income tax preparation needs. Al-
though it was reviewed in issue 28
(March 1985) of ANALOG Computing,
I want to mention what it can do for you.
The major benefit of using The Tax
Advantage is that you'll save time and
be better organized. How many times
have you spent hours preparing your re-
turn, come within moments of finishing
it, then discovered that you made a mis-
take or forgot to include an additional
source of income or specific deduction?
Or have you ever made a simple arith-
metic mistake, only to discover it when
your friendly letter carrier handed you
a computerized printout from the IRS?
If you've ever experienced one of these
traumas, you'll certainly appreciate The
PAGE 122/ APRIL 1986
ANALOG COMPUTING
Tax Advantage. Even if you have an ac-
countant or other tax preparer, this pro-
gram will help you organize your in-
formation, so the preparer can spend
less time on your return. Less time
usually means a smaller fee.
The Tax Advantage can prepare the
following schedules and forms: A, B, C
(up to three), D, E (up to three proper-
ties), G and SE. In addition, Forms 1040
and 4562 are also available. Any line
item can be itemized with up to thirty
entries, and a complete printout of your
forms can be made. "What-if" tem-
porary entries can be made to check
their consequences, and your currently
computed adjusted gross income, tax
liability and tax bracket can be dis-
played at any time.
Be advised that The Tax Advantage
will not automatically prepare your tax
return for you. It won't automatically
find every possible deduction you're en-
titled to. But it is a powerful tool you can
use to prepare your income tax forms,
one that will save you time, help you
avoid costly errors and organize your tax
information.
The Tax Advantage retails for $70,
from Continental Software, 11223 S.
Hindry Street, Los Angeles, CA 90045
— (213) 410-3977. Once you buy it, each
future year's version can be obtained for
half price, a very good policy on Con-
tinental's part.
New and Improved Department.
AtariWriter Plus has finally become
available from Atari, after more than a
year of promises. Is it worth the wait
. . .or the cost? Read on, my friend.
If you're familiar with AtariWriter,
you'll feel right at home using the
AtariWriter Plus. The program's func-
tions are basically the same, with a few
changes.
The major difference between the old
and new versions is an increase in mem-
ory size on the 130XE, for storing your
document file. This translates to about
thirty double-spaced pages.
Another notable difference is that
AtariWriter Plus is completely disk
based. The package comes with two
disks. Its program disk is double-sided
and contains the standard version on
one side and the 130XE version on the
other. The other disk contains the
proofreader spelling checker dictionary.
This is basically a new version of the old
APX Atspeller program.
It's still somewhat cumbersome to use
and takes quite a while to check a docu-
ment of reasonable size. If you're used
to other spelling checker programs, such
as LJK's Spell Perfect or Datasoft's Spell
Wizard, you may be disappointed with
this spelling checker.
"What about the other new features?"
you ask. The user interface has been im-
proved substantially. AtariWriter Plus
allows you to get a directory listing of
each of two disk drives. The first forty
files are listed on-screen in a double-
column format (no more trying to read
filenames as they scroll off the screen) ,
while the bottom of the screen presents
an option to load, save or delete any
file — with the directory listing still on-
screen. Also, any file command will ac-
cept a wild card character.
Once you've finished your master-
piece, printout can be directed to either
the printer, disk drive (print file) or the
RS-232 port. And, before you ask, there
are a multitude of printer drivers on the
disk, or you can create your own.
When making up your own printer
driver, you must step through all the
possible commands, supplying the dec-
imal codes that your printer needs to do
its thing. Fortunately, up to nine type-
styles can be defined and accessed via
the Gl, G2, etc., commands. Print for-
matting is the same as in the old version,
except for the addition of double-column
printing.
Editing improvements of the new pro-
gram include both type-over and insert
modes of operation. Also, you can have
more than 200 columns defined by your
left and right margins. You still use a
40-column window, but it can now be
scrolled across your text. With a mar-
gin wider than forty columns, the text
automatically scrolls off the left side of
the screen as you move to the right. In
addition, blocks of text can be saved in-
dividually, and you can get a word count
for your current document.
The only drawback of the program, in
my opinion, is the method of memory
management used on the 130XE version.
Although you have more than 45K mem-
ory, it's partitioned into three blocks of
approximately 15K each. You must ac-
tually do the bank switching yourself
when you see that you're approaching
the 15K memory limit. It would have
been more convenient if the memory
space were continuous, and the program
took care of internal bank switching.
Overall, AtariWriter Plus is a signifi-
cant improvement over the already easy-
to-use and powerful AtariWriter. Should
you run out and buy AtariWriter Plus
if you already have AtariWriter — and
have been using it successfully? That de-
pends. If you need the extra features in
the new version of the program, by all
means, go buy it. But if you haven't real-
ly been pushing the original to its lim-
it, then you can probably do without the
new version.
The final bell.
Once again, it's time to fold our tents,
pack our things and move on down the
road. This promises to be an exciting
year for the Atari End User. ANALOG
Computing will help bring you that ex-
citement, and we'll continue to help you
get the most out of your Atari adventure.
In coming months, The End User will
bring you reviews of new ST books, a
few "off the wall" product reviews and
much, much more. See you next time. H
FEATURES include display of 8 or 16 temperature
channels, range of -15°F to +180°F at approx. 1
degree resolution, electronic interface plugs directly
into the joystick port, weather-protected sensors,
menu-driven software capable of (1) labeling sensor
locations (2) selecting high or low alarm set points
(3) hardcopy printouts (4) selection of data sample
time intervals for all channels (15 seconds to 4 hours}
(5) recording temperature data to disk (optional).
VERSION 1.0 8 Channel $89.95
Includes 2 sensors, software, electronic interface,
and hard copy
VERSION 2.0 8 Channel $109.95
Includes 2 sensors, software, electronic interface,
hard copy, and data storage to and from disk
VERSION 3.0 16 Channel $179.95
Includes 4 sensors, software, electronic interface,
hard copy, and data storage to and from disk
Additional sensors (Each) $5.75
__,_ Applied Technologies, Inc.
f\t § Computer Products Div.
"^ ' * Lyndon Way, Kittery, ME 03904
M/C -VISA accepted (207)439-5074
U.S. Dept. of Energy Award for Energy Innovation.
Dealer & Distributor Inquiries Invited
CIRCLE #150 ON READER SERVICE CARD
ANALOG COMPUTING
APRIL 1986 / PAGE 123
520ST PACKAGE
• 520 Computer • Mouse • SF 354
Disk Drive • Logo, Basic, 1st. Word,
and Neochrome Sampler • B & W or
color.
GALL FOR PRICE
130XE PACKAGE
39995
^W Mm ^LF COMPLETE
130 XE Computer, 1050 Disk
Drive, 1027 Letter Quality
Printer, Atari Writer Plus.
65 XE PACKAGE
COMPLETE
65 XE Computer, 1050 Disk
Drive, 1027 Letter Quality
Printer, Atari Write Plus.
COMPUTERS I
520 Computer with
Modulator, Mouse, Logo,
Basic, 1st Word and
Neochrome
Sampler CALL
130XE
Computer 1 29.95
65XE
Computer 99.95
800XL
Computer 69.95
DISK DRIVES I
Atari 1050
Disk Drive 1 49.95
SS/DD
Atari SF 354 360K
Disk Drive CALL
SS/DD
Atari SF 314 720K
Disk Drive CALL
DS/DD
Indus GT 199.95
SS/DD
MODEMS I
MPP Supra
1000E 69.95
XM 301 CALL
Volksmodem
12 199.95
Volksmodem Cable
520ST to Modem 1 2.95
Volksmodem Cable
toC-64orC-128 .12.95
Not responsible for typographical
errors. We reserve the right to
limit quantities.
[
PRINTERS
Star Micronic SG10, Near
Letter Quality ... 210.95
Power Type, Daisy
Wheel 279.95
Gemini
10X
179.95
Atari 1027
Printer 1 39.95
1 MONITORS 1
Atari SC1224 12" RGB
Color Monitor . . . 335.95
Atari SM124
12" Monitor 175.95
Commodore 1802
13" Color Composite
Monitor 179.95
13" Color Composite
Monitor 139.95
Thomson 14" RGB, Color,
Composite Monochrome
Monitor CALL
Thomson 12"
Monochrome, Green
Screen with
Speakers 79.95
12" Amber Goldstar
Monitor 69.95
| DISKETTES I
Nashau
5Va", SS/DD . .
Nashau
5%", DS/DD . .
Sony
3V4", SS/DD . .
Sony
3'/ 2 ", DS/DD..
. . 8.95
.12.95
27.95
35.95
TO
ORDER
CALL
6 DAYS A WEEK 10 AM to 8 PM E.S.T.
Paper
2700 Sheets 39.95
Paper
1000 Sheets 17.95
Includes Shipping
Nibble Notch 7.95
Flip/File 10 4.95
Flip/File 60 14.95
Pro 5000
Joystick 11.95
Surge
Protector 1 9.95
PRINTER
INTERFACES
Ape Face 49.95
U-Print 64.95
PRINTER
RIBBONS
SG10&SG10C
Black 2.95
Red 4.95
Blue 4.95
Green 4.95
I DUST COVERS I
For All Models
Call For Price
And Avaiiablity
Scotch 5V«" Head
Cleaning Kit 7.95
| SOFTWARE |
Software Titles Too
Numerous To List
Please CALL
For Information
and Prices
1 -800-722-4002
CUSTOMER SERVICE &
NEW YORK ORDERS:
Call 51 6-488-21 58
MAIL ORDERS TO: WORLD TRADE, EXECUTIVE OFFICES
2075 JERICHO TURNPIKE, NEW HYDE PARK, NEW YORK
All C.O .0 s above '400 require 15% deposit. Check, Money Order, MC or VISA accepted / Call lor shipping and handling Information / NYS residents add
applicable sales lax / Prices and availability are sub|ecl lo change without notice / Air factory fresh merchandise with manufacturer's warranty Dealers
welcome. Call for recent price reductions and new rebate informal ion. Order phones are open Mon.-Sal. 10AM-8PM E.S.T., Sun. 1 2PM-5PM. Customer Service-
Mon.-Fn. 10AM-3PM. Returns musl have return authorization. >5 min. shipping charge. "•■■»•.
CIRCLE #151 ON READER SERVICE CARD
11040|
TUTORIAL
Boot
Camp
by Karl E. Wiegers
The "graphics" statement in Atari BASIC opens the
door to a world of visual delights. This simple com-
mand actually does far more than is apparent, prepar-
ing the 8-bit Atari to display images in one of dozens
of ways. To the novice assembly language program-
mer, it isn't obvious how to perform in assembly the
tasks that the GRAPHICS command does in BASIC.
Nor is it clear how to display text and graphics in
the various Atari graphics modes.
In this and next month's Boot Camp, we'll see how
to use the Atari operating system (OS) in assembly
language to employ the desired graphics modes.
Along the way, we'll see how the BASIC commands
GRAPHICS, POSITION, PRINT, SETCOLOR, COL-
OR, PLOT and DRAWTO can be mimicked in assem-
bly language. This month's Boot Camp discusses text
displays, while plotting points and drawing lines are
the subject of the next column.
The graphics statement.
To begin, let's see just what happens when a graph-
ics statement is executed in Atari BASIC. Here's what
that simple statement causes:
(1) A block of RAM is allocated to hold the data
to be displayed on-screen, and the entire block
is zeroed (i.e., the screen is cleared). The size
and location of this RAM block depend on the
graphics mode.
(2) A "display list" is set up in RAM immedi-
ately below the screen RAM block. This tells the
computer how many lines to show on the screen,
what graphics mode to use for each line, where
to find display data in memory, and gives other
userful information. It's different for each graph-
ics mode.
(3) The five playfield-color registers at loca-
tions 708-712 decimal ($2C4-$2C8 hex) are set
to their default values of 40, 202, 148, 70 and 0,
respectively.
(4) The text cursor is enabled (turned on) by
setting location 752 ($2F0) to 0.
(5) The screen tab positions are initialized to
their default values.
(6) Various registers are set to tell the OS what
graphics mode it's in, whether or not a text win-
dow is present, where in RAM to find display
data for the graphics screen and text window,
and so on.
(7) The text cursor is moved to the top line of
the screen (graphics 0) or text window (other
ANALOG COMPUTING
APRIL 1986 /PAGE 125
BOOt Camp continued
modes), at the default left margin stop.
(8) A communications channel is opened to
permit the display of text in graphics or text
window regions. A second channel may be
opened for printing or plotting on screens with
other graphics screens.
And that's just a simple graphics statement! Allow-
able options include adding 16 to the desired graph-
ics mode number to suppress the text window, adding
32 to suppress the automatic screen clear, and ad-
ding 48 to suppress both.
At first glance, it might appear that we have to do
a lot of work to mimic the graphics statement in as-
sembly language. Fortunately though, all of these
procedures are built right into the OS, so we just have
to learn how to control the OS's input/output func-
tions.
The IOCB.
A thorough and understandable presentation of the
Atari's Central Input/Output (CIO) system appeared
in earlier Boot Camp columns. See issues 33, 34 and
37, in particular.
The Atari OS was designed with a unified input
/output subsystem known as CIO. The elegant simpli-
city of CIO is that all I/O operations are device-
independent. Once some necessary parameters have
been set for the specific operation desired, CIO is
called by transferring control to a specific memory
location. The OS does the rest.
CIO has eight independent communications chan-
nels available, allowing up to eight files or peripher-
al devices to be active at once. You've already en-
countered them in using BASIC to open channels for
disk files, printers and the like. These channels are
properly termed "Input/Output Control Blocks," or
IOCBs.
By default, IOCB #0 is used by the screen editor
(device E:), which handles text displays in graphics
and all text windows. It doesn't need to be explicitly
opened for use. You may recall that, in BASIC, the
graphics display screen (device S:) always uses chan-
nel #6, which is really IOCB #6. To print in graph-
ics 1 or 2, the command PRINT #6; is needed, since
a simple PRINT implies the use of IOCB #0. The com-
mands PLOT and DRAWTO also use IOCB #6, al-
though this isn't explicitly stated anywhere in a BA-
SIC program. These are the two IOCBs that may be
opened automatically when a graphics statement is
executed — and they're all concerned with in this
article.
Each IOCB uses a block of 16 bytes to specify the
desired operations and necessary parameters. Our
first task in an assembly language program is to in-
dicate which IOCB we wish to use, by loading the
6502 microprocessor's X-register with the IOCB num-
ber times 16. This provides a pointer into the cor-
rect RAM block allocated for the desired IOCB.
Then we tell the OS what function to perform, by
setting various bytes in the 16-byte group for that
IOCB. Finally, we execute a JSR to the CIO entry point
at location 58454 decimal ($E456), known by the la-
bel CIOV. Table 1 indicates the bytes in each IOCB
that we can modify for our own use; the rest are set
by the OS.
Table 1. —
User-modified IOCB bytes.
Location
Equate
Function
in IOCB #0
Name
$342
ICCOM
Code for command requested by user.
$344
ICBAL
Low byte of buffer address for device
name, text to print, etc.
$345
ICBAH
High byte of buffer address.
$348
ICBLL
Low byte of buffer length; specifies num-
ber of bytes to be transferred in input or
output operation.
$349
ICBLH
High byte for buffer length; if less than
256 bytes are involved.
$34A
ICAX1
Auxiliary byte 1; used to specify kind of
file access needed in open operation;
controls screen clear and text window in
graphics screen.
$34B
ICAX2
Auxiliary byte 2; specifies graphics mode
in screen open operation.
Now let's explore some examples of using CIOV for
our own fiendish purposes. We'll go through a series
of five simple sample programs. Each builds on the
previous one, so be sure to enter each block of lines
with the lines numbers shown. If you're using an as-
sembler that doesn't require line numbers, just figure
out from the numbers given where to insert each new
block of code. You may want to save each example
separately.
Example 1. — Print to screen editor.
Let's start by using CIO to print a single line in a
graphics screen. Type in Listing 1 using the Atari
Assembler/Editor cartridge or another assembler edi-
tor. The .OPT OBJ statement just insures that object
code is generated and loaded beginning at location
$3000 hex whenever you assemble a program. This
eliminates saving object files on tape or disk each time
you modify and assemble the program.
Lines 100-120 define constants for the various IOCB
operations we'll be performing: OPEN an IOCB for
some device; PL7TREC (output a record) to the opened
device (like a PRINT); and CLOSE the IOCB.
The EOL (Line 130) is the ATASCII end-of-line (car-
PAGE 126 /APRIL 1986
ANALOG COMPUTING
riage return) symbol, which tells CIO that it's reached
the end of an interesting string of text to process at
the moment.
Lines 390-450 give standard Atari OS equates
(labels) for the bytes in IOCB # we'll manipulate. For
any other IOCB, we'll use the block of bytes offset from
these locations bay 16 times the desired IOCB num-
ber (96 decimal or $60 hex for IOCB #6).
Finally, Line 460 establishes an equate for the CIO
entry point.
The block of lines under the heading PRINTWIN-
DOW (1150-1270) illustrates the put record operation
of CIO, which prints to the graphics screen or text
window. Note that the X-register is loaded with be-
cause we're using IOCB #0, which is already open for
us.
These bytes must be set for a PUTREC: (1) com-
mand byte ICCOM is set to $09; (2) ICBAL receives
the low byte of the address of text to be displayed,
and ICBAH receives the corresponding high byte val-
ue; and (3) ICBLL and ICBLH are set to the number
of characters in the string of text to be printed (low
byte and high byte, respectively) . Finally, initiate the
put record with a JSR CIOV statement.
It's a smart practice to set the output buffer length
(ICBLL and ICBLH) to a conveniently large number
(such as 80) and make sure that each output text rec-
ord is terminated by an ATASCII EOL character (155
decimal, $9B hex). This approach makes it easy to
change text strings in an existing program, without
having to worry about setting the output buffer bytes
to exactly the correct length. Just don't forget the EOL
character (Line 1450)!
Assemble this program and run it by entering the
debugger and typing 63000. The statement at Line
1390 causes the program to loop until you press the
BREAK key or SYSTEM RESET, at which point you'll
re-enter the debugger.
This isn't a very exciting display, but I think you'll
begin to understand how to use CIO from this simple
example. You can make the screen clear before print-
ing by inserting a "clear screen" symbol (ESC,
SHIFT- < ; decimal value 125) just before the S in Line
1450.
Example 2. — Other graphics modes.
Now let's learn how to simulate the command
GRAPHICS using CIO. Merge the lines from Listing
2 into Listing 1 and assemble the resulting program.
These lines perform the IOCB functions OPEN and
CLOSE.
We use IOCB #6 for the graphics screen, so set the
X-register to $60 (Line 520). The command byte for
an open operation is $03 (Lines 530-540). The name
of the device being opened is placed in a data string,
labeled SCREEN here (Line 1430).
Notice that we want to open the graphics screen,
known as device S: (the colon is optional). This same
procedure is used to open other devices, such as disk
files and the keyboard, but we won't get into that this
time.
Again, the high and low bytes of the location con-
taining the device name must be placed into the bytes
offset from ICBAL and ICBAH, respectively (Lines
550-580). The IOCB bytes labeled ICAXl and ICAX2
are set to various values, depending on the graphics
mode involved (Lines 590-620); more about this later.
Finally, JSR to CIOV to make it all happen (Line 630).
Closing an IOCB is much simpler than opening it.
Just store the command value of $0C for a close oper-
ation in the byte labeled ICCOM (offset to the ap-
propriate IOCB, of course) , and JSR to CIOV (Lines
1310-1350).
The actual graphics mode opened is determined by
the contents of the 2 auxiliary bytes, ICAXl and
ICAX2. ICAX2 should be loaded with the BASIC
graphics mode number desired, 1 in this example
(Lines 610-620).
The contents of ICAXl (Lines 590-600) dictate
whether the mode will be set with no text window
(decimal value in ICAXl is 12); with the usual four-
line text window (ICAXl is 28); with text window but
no automatic screen clear (ICAXl is 60); or no text
window and no screen clear (ICAXl is 44). We'll ex-
periment with some of these options in the next
example.
When you run this program consisting of Listings
1 and 2, you'll see the familiar black and blue split
screen, with the message from Line 1450 present in
the corner of the text window. Press BREAK to ter-
minate the program, but the split screen will remain.
You'll have to press SYSTEM RESET to get back to
the standard text display, then re-enter the editor to
continue with the examples.
By now you may have detected a similarity between
the use of CIO in these illustrations and the format
of the Atari BASIC command XIO. For example, the
XIO form of our open operation looks like this: XIO
3,#6,28,1,"S:". In general terms, the XIO format is:
command, #IOCB, auxl, aux2, device. You can doubt-
less see the connection between these terms and those
used in the open screen segment of this example.
Clearly, the XIO statement provides a way to interact
directly with CIO from BASIC.
ANALOG COMPUTING
APRIL 1986 / PAGE 127
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Boot Camp
continued
Example 3. Print to graphics screen.
Moving right along, let's expand on what we've al-
ready done and print something in both the graphics
screen and the text window. Not surprisingly, we'll
use PUTREC again, to display text in the graphics 1
screen.
However, we'll use IOCB #6 rather than IOCB #0,
which is needed for the text window. Insert the fol-
lowing statements into your evolving program:
0860
0870
0880
0890
ouoo
0910
0920
0930
0940
0950
0960
0970
0980
0990
1000
1010
1020
1440
;print a line of text in Graphics
;1 to screen using IOCB 86
PRINTSCREEN
LDH «$60
LDA ItPUTREC
STA ICC0M,H
LDA ttCHANNEL6&255
STA ICBAL,X
LDA HCHAHMEL6/256
STA ICBAH,X
LDA tt80
STA ICBLL.X
LDA no
STA ICBLH,X
JSR CIOU
{PUT RECord
;location of
;text to be
;printed
;print up to 80
Characters or to
encountering an
;E0L, whichever
{cones first
CHANNELS .BYTE "GRAPHICS BJEEBD t"
The details of the PRINTSCREEN section of code
should be clear from the earlier explanation of PUT-
REC. Now we can explore the affects of the open oper-
ation in more detail.
You can probably guess that changing the 1 in Line
0610 to a 2 will switch the screen to graphics 2 . There's
no need to reassemble the whole program, though.
Simply change the contents of location $3017 using
the debugger (C3017<2), and rerun with a G3000
command. You can even try nontext modes 3-5 to get
a line of colored pixels. (Higher graphics modes are
ignored by the OS, unless special tricks are used.)
Try changing the contents of ICAXl to 60, to sup-
press the screen clear. Since the debugger uses hex-
adecimal numbers, execute this command in the de-
bugger: C3012 < 3C. What happens if we turn off the
text window by setting ICAXl to 12 (C3012 <C)? You'll
see only a flash of black and orange before the blue
graphics display reappears.
As soon as the OS encounters a PUTREC opera-
tion to the screen editor (IOCB #0) when no graphics
text area is present, it converts the entire screen to
graphics 0. So you must delete or jump around the
print window segment in our program to see a full
screen of graphics 1 or a higher-numbered mode.
As in BASIC, the string of text being printed to ei-
ther graphics screen or text window can contain up-
per- or lowercase letters, normal or inverse characters,
or graphics symbols, including those with printing
significance ESC-left cursor, for example).
As usual in graphics 1 and 2 , characters other than
normal uppercase letters produce printing in differ-
ent colors, by selecting one of the four foreground color
registers. Try it; you'll like it.
Example 4. — Simulating the position statement.
So far we've been content to let the OS print out
text strings wherever it likes, which is always the up-
per left corner of the designated screen region. But
BASIC gives us complete control of text placement
through the position statement. No problem; that's a
piece of cake in assembly language, too. Please add
the following statements to the program from Exam-
ple 3:
0150
0160
0170
0180
0190
0200
0270
0280
0290
0300
0310
0320
0330
0335
0340
0350
0650
0660
0670
0680
0690
0700
0710
0720
0730
1030
1040
1050
1060
1070
1080
1090
1100
1110
;equates for row, colunn cursor
;position on graphics screen
ROWCRS
COLCRS
554
$55
{equates for row, colunn cursor
{position in text window
TXTROW
TXTCOL
$290
$291
{location to Make cursor visible
;or not
CRSINH = $2F0
;set cursor at position 1,4 for
{printing on graphics screen
POSGRAPHICS
LDA tt4
STA ROHCRS
LDA ttl
STA COLCRS
;set cursor to position 10,2 in
{text window and turn off cursor
■
POSHINDOH
LDA «2
STA TXTROH
LDA «10
STA TXTCOL
STA CRSINH
Locations 84 and 85 ($54 and $55, ROWCRS and
COLCRS) contain the row (y) and column (x) loca-
tions, respectively, for PUTREC (or PRINT, in BASIC)
operations to the display screen. If a text window is
present, then locations 656 and 657 ($290 and $291,
TXTROW and TXTCOL) contain the row and column
positions for the text window.
Lines 690-720, therefore, simulate a BASIC position
1, 4 statement for printing to the graphics screen. Line
1110 simply places a nonzero value into location 752
(continued on next page)
ANALOG COMPUTING
APRIL 1986 / PAGE 129
BOOt Camp continued
($2F0, CRSINH), which turns off the cursor that nor-
mally appears in all graphics displays, including the
text window. A zero value in CRSINH renders the cur-
sor visible. This happens automatically when an open
operation is executed by CIO.
Example 5. — Color your world.
We polish off our text display illustrations by im-
itating the BASIC setcolor command in assembly lan-
guage. This command has the form: SETCOLOR re-
gister, hue, luminance. The five color registers corre-
spond to locations 708-712 ($2C4-$2C8, COLOR0 -
COLOR4). The hue and luminance values are com-
bined, to represent the desired color with a single
1-byte number using this formula:
COLOR = 16 * HUE + LUMINANCE
Thus, the following statements can be incorporated
into your assembly program, to change the graphics
1 text to pink (color value 88 decimal), the text win-
dow background to green (color 198) and the graph-
ics text to black (color 0):
; equates for color registers used
0210
0220
0230
0240
02S0
0260
0740
0750
0760
0765
0770
0780 COLORS
0790 LDA «88
0800 5Tfl C0L0R0
0810 LDfl »0
0820 5Tfl COLOR!
0830 LDfl 11198
0840 STA C0L0R2
0850 :
C0L0R0 = |2C4
C0L0R1 = $2C5
C0L0R2 = S2C6
f
jchange color
; f or register
jister I, and
;register 2
registers to pink
0. black for reg-
light green for
Experiment with other color values in these registers
to get the look you like. The completed assembly lan-
guage program for all five examples combined is found
in Listing 3.
The BASIC equivalent.
Now that you've gone to all this trouble to create
some simple text displays, using assembly language
to harness the power of the Atari OS, let's see how
those unfortunate souls with just Atari BASIC avail-
able would do the same thing:
18
20
40
50
60
70
80
39
100
GRAPHICS 1
5ETC0L0R 0,5,8
SETCOLOR 1,0,0
SETCOLOR 2,12,6
POKE 752,1
POSITION 1,4
PRINT tt6; "GRAPHICS
PRINT : PRINT
PRINT " SCREEN
GOTO 100
SCREEN, 5:"
EDITOR, E:'
Yes, I have to agree that this is a lot shorter, faster
and easier to type than the program in Listing 3. Af-
ter all, that's why home computers are sold with BA-
SIC, not with assemblers.
Still, there are many applications for which pro-
gramming directly in assembly language permits
speed and visual effects that are difficult or impossi-
ble in BASIC. By studying the use of the Atari OS's
central I/O capabilities as illustrated here, you'll see
that it's really not difficult to change graphics modes,
change colors, and position text in graphics displays
and text windows.
Next month, we'll use CIO to plot points and draw
lines in some of the available color graphics modes.
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PAGE 130 /APRIL 1986
ANALOG COMPUTING
Many of the same IOCB operations will be used in
both text and graphics displays, so keep this issue
handy for next time. H
KhrJ E. Wiegers provides computer support for pho-
tographic researchers at Eastman Kodak Company.
This means he's wasting his Ph.D. in organic chemis-
try, but he has a lot of fun. He also writes commer-
cial educational chemistry software for the Apple II.
Listing 1.
Assembly listing.
Listing 2.
Assembly listing.
10
15
20
38
40
50
68
70
88
90
8180
8110
8128
8138
0368
8378
8375
8388
8338
0400
8418
8428
8438
8448
8458
8468
1128
1138
1135
1148
1158
1168
1178
1180
1190
1200
1210
1220
1230
1240
1258
1260
1278
1368
1378
1388
1398
1488
1418
1420
1458
1460
:Listing 1 for
;Assenble Some Graphics
:by Karl E. Wiegers
' .OPT OBJ
*=S3O00
icoMnand byte values for various
:CI0V operations
OPEN = $03 ;open IOCB
PUTREC = 509 ; output record
CL05E = 50C ; Close IOCB
EOL = S9B ;ATASCII EOL
; equates for IOCB locations
; tgiven for IOCB 80J
ICCOM = 5342 ;coMnand byte
ICBAL = 5344 ;buffer addr CloJ
ICBAH = 5345 jbuffer addr ChiJ
ICBLL = 5348 :buffer leng floJ
ICBLH = 5349 ;buffer leng ChiJ
ICAX1 = 534A auxiliary byte 1
ICAX2 = 534B ; auxiliary byte 2
CIOU = 5E456 ;CI0 entry point
jprint a line of text using
;I0CB no (text window)
PRIHTUINDOW
LDX »0
LDA 8PUTREC
STA ICCOM.X
LDA 8TEXT&255
STA ICBAL, X
LDA 8TEXT/256
STA ICBAH, X
LDA 888
STA ICBLL, X
LDA 80
STA ICBLH, X
JSR CIOU
;I0CB 80
;coHHand is
;PUT a RECord
;location of
;text to print
;print up to 80
jcharacters or to
;an encounter of
;an EOL.
;loop until SYSTEM RESET pressed.
END JMP END
idata for necessary text strings,
TEXT .BYTE
.BYTE EOL
■SCREEN EDITOR, E:
10 ;Listi
rig 2 for
15 ;AsseHble Sone Graphics
20 ;by Karl E. Wiegers
0470
$
0480
:routine to open
IOCB 86 as
0490
;device "S:" (grap
0500
r
0510
OPENSCREEN
0520
LDX
8560
0530
LDA
80PEN
;coMnand is OPE
0540
STA
ICCOM, X
055O
LDA
8SCREEN&255
;nane of device
0560
STA
ICBAL,X
;to open
0570
LDA
85CREEN/256
0580
STA
ICBAH, X
0590
LDA
828
;text window is
8688
STA
ICAX1,X
; present
8618
LDA
81
; graphics Mode
0620
STA
ICAX2.X
;nunber
0630
JSR
CIOU
;go do it
0640
p
1280
*
1290
;close IOC
1300
t
1310
CLOSESCREEN
1320
LDX
8560
1330
LDA
8CL0SE
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SCREEN .BYTE "5"
WANT TO
SUBSCRIBE?
It's worth it.
CALL TOLL FREE
1-800-345-8112
In Pennsylvania
1-800-662-2444
ANALOG COMPUTING
APRIL 1986 / PAGE 131
agaMHE
HEADER SERVICE #
ADVERTISER
PAGE#
READER SERVICE #
ADVERTISER
PAGE #
133 Abby's Discount 88
135 Advan Language Designs 92
140 Allen Macroware 106, 112
116 Alpha Systems 41
152 American TV 128
150 Applied Technologies, Inc 123
102 Astra Systems 5
134 At-A-Glance 91
— Batteries Included 110
111 B&C Computervisions 22, 100
148 Big Ben Games 119
151 Big L 124
112 CDY Consulting 24
162 Centurian Enterprises 132
156 Compucat 130
144 Compu-Mates 112
106 Computability 17
117 Computer Direct 44, 45, 46, 47
137 Computer Creations 94
161 ComputerEyes 132
138 Computer Games Plus 98
142 Computer Mail Order 23, 111
146 Computer Palace 116
110 Consumer Electronic Store 20
— COVOX Inc 32
103 Duplicating Technologies 6, 7
141 Electronic One 109
105 Happy Computers 15
101 Hippopotamus Software IFC
109 Kyan Software 20
157 Lionheart 130
149 Lyco Computers 120
164 MichTron OBC
115 Microtyme 38
114 New Horizons Software 37
153 Orion Software 128
145 Pandora Software 114
— Senecom 10
136 Softview Concepts 93
113 Software Discounters 35
108 Sourceflow Media 20
104 Southern Software 123
107 Supra 2
154 SWP Microcomputer Products, Inc 128
158 TNT Computing 130
155 Wedgwood Rental 128
159 White House Computer 18
160 Xentech 132
147 XLent Software 118
This index is an additional service. While every effort is made to provide a complete and accurate listing, the publisher cannot be responsible for inadvertent errors.
ComputerEyes™
CALL TOLL FREE
1 (800) 523-2445, x48
In FA (800) 346-7511, x48
• Make Custom T-SHIRTS
• Take Computer Portraits
• Interface to ANY Standard Video
Source (ex. VCR, Video Camera, etc.]
Computer Eyes™ for
ATARI 800, 800XL, 130XE . . . .$109.00
Software interface to:
Graphic Mode 9 12.00
Panasonic/lkegami Commercial
grade B/W video camera 159.00
Special Hook-up cabling with
instructions 19.00
UNDERWARE ribbons to make
custom heat iron-on transfers
for T-Shirts, scarves, etc 12.00
Color Pens 12.00
Also Available for APPLE and C-64
HAL Systems, P0 Box 293,
Scotch Plains, N.J. 07076
• DEALER INQUIRIES INVITED
CIRCLE #161 ON READER SERVICE CARD
CHECH WRITER
FULLFI X-.L,I NG THI
PROMISE
YOU CAN ACTUALLY SAVE HOURS EACH MONTH BY
LETTING YOUR COMPUTER PRINT YOUR CHECKS WHILE
IT AUTOMATICALLY BALANCES YOUR CHECKBOOK.
PRINTING
PRINTS COMPLETE CUSTOM FORMATTED CHECKS ON ANY
TYPE OF CONTINUOUS CHECK FORM WITH FAST SIMPLE
ENTRIES.
AUTOMATICALLY CONVERTS AND PRINTS A DIALOG
VERSION OF THE NUMERICAL CHECK AMOUNT.
PRINTS ADDRESS LABELS PRESELECTED DURING CHECK
ENTRY.
PRINTS DETAILED ACCOUNT STATUS AND LIST OF
CHECKS.
PRINTS ALPHABETICAL LIST OF VENDORS AND
CREDITORS.
ADDRESS LIST
MAINTAINS AN ON-LINE DATABASE OF NAMES,
ADDRESSES AND TELEPHONE NUMBERS OF YOUR
VENDORS AND CREDITORS.
TYPE NAMES AND ADDRESSES ONLY ONCE
FOREVER t t
EASILY ADD. DELETE, CHANGE AND SAVE ADDRESS
RECORDS.
ACCOUNT BALANCI N<3
AUTOMATICALLY UPDATE YOUR CHECKING ACCOUNT
BALANCE WITH EACH CHECK YOU ENTER.
ENTER DEPOSITS AND MISCELLANEOUS WITHDRAWALS.
DISPLAY THE BANK NAME AND YOUR ACCOUNT NUMBER.
COMPLETE ELECTRONIC FILING SYSTEM SAVES AND
RETRIVES ALL DATA GENERATED DURING ANY
PREVIOUS ENTRY SESSION.
FOR THEC :i:NCRH:DIBL,E:
PRICE OF*
« 2U. 77
PLUS «2.50 SHIPPING & KANDELING
REQUIRES ATARI OOO, 800, XL or XE WITH ttBK. 80
COLUMN PRINTER, DISK DRIVE AND ANY CONTINUOUS
CHECK FORMS
SEND CHECK OR MONEY ORDER TO
XENTECH
P.O. BOX 220218, EL PASO, TX 79913
VISA OR MASTERCARD CALL
20 HOURS/DAY, SEVEN DAYS/WEEK
915/541-685*
CIRCLE #160 ON READER SERVICE CARD
GIGANTIC SALE!!!
CENTURIAN
ENTERPRISES
Atari Hardware & Parts
Centurian/ Atari 810 Disk Drive $ 199 17)
Atari 1050 Disk Drive S 169 16|
1050 Double Density Kit (US Doubler) $ 54 |3)
Happy Enhancement (1050 or 810) S 157 13)
Atari 130XE Computer. 128K S 137 (5)
Atari 520ST Computer System, Includes Disk Drive.
Computer W/512K. Monitor. + FREE SOFTWARE!!!!!!! Color
Systems 929 (12| Monochrome System $ 749 (10) Add a Star
SG-10 Printer w/NLQ $ 249(71 Free Cable!
Atari Numeric Keypad v..' Driver program $ 17 (3)
Atari 400 48K RAM Expansion, Complete $ 35 12)
400/800 GTIA CPU Board S 18 (2)
800 OS' ROM version B Board $ 17 (2)
400/800/810/850/1050/1020 Power Adapter $ 15 (3)
13 pin I/O Plug. Cable end or Port type $ 3 <1)
I/O Data Cable, 6 foot length $ 12 (2)
Atari Joysticks. $ 5 (1) each ■ Paddles $ 8 (2)
Comrex Commander Joystick, Super deal ■ $ 8 (21
VIRTUALLY EVERY TYPE OF ATARI RELATED PRO-
DUCT IS AVAILABLE AT CENTURIAN. CALL OR WRITE
FOR FREE SPECIALS FLYER. OR SEND SI FOR A FULL
CATALOG! Dealer pricing available!!!
Atari Software & Etc.
Atari WriWr S 29 (2) Atari Logo Package S 35 (2)
Atari Microsoft Basic II. cart, w/ref. guide S 25 (3)
Atari Pilot 5 20 (3) Atari Basic cart. Kit S 15 (3)
Atari Assembler/Editor cart. Kit $ 15(3)
Atari Conversational Spanish or Italian $ 12 13)
Atari lnv. to Programming 1, 2, or 3 $ 10 (2)
Atari E.T. Phone Home (cart.) S 5 (J) Graph-it $ 7(1)
Atari Touch Typing S 5(2) Star League Baseball S 7(1)
DE RE Atari book S 12(3)
We have much, much more available. 520ST software and
peripherals.. .Disk Drives, Hard disks and more.
CENTURIAN DISKETTES, DSDD 5' ,\ Lifetime bx/10 S8.90 (1)
Ordering Information: UPS shipping charges are shown in brackets
next to the price of the item. Shipping charges must be included
with all orders. You may call in your order or mail it in. We accept
checks, money order, MC & Visa, and COD. Order now, some
supplies are limited.
CENTURIAN ENTERPRISES P.O. BOX 3233 SAN LUIS
OBISPO, CA 93401-(805I544-6616-Office: 890 Monterey St.. SLO.
(805) 544-6616
CIRCLE #162 ON READER SERVICE CARD
PAGE 132 / APRIL 1986
ANALOG COMPUTING
BACK ISSUES
ISSUE 22 • Typing Evaluator •
Math Attack • Micro-Puzzler
• Air Attack • Mathman •
The Reading Program
ISSUE 23 • Fire Bug • Minicomp
• Dark Horse • Climber •
P/M Creator/Animator
AtariCon Report
Circuit Database
Cassette Compressor
ISSUE 24 • Circuit Database •
Cassette Compressor • XL-DOS
• Bopotron! • Race in Space
• Unicheck
ISSUE 25 • Weather Forecaster •
Androton • Miner Jack • BASIC
Tutorial Part 1 • Adding
BASIC Function Keys
ISSUE 26 • BASIC Tutorial Part 2 •
Robot Raid • Graphics Overlay
• Popcorn • Magic Palette •
PuLse in Action!
ISSUE 27 • English Error Messages
in BASIC • Instant Renumber •
MicroCheck Part 1 • Adventure
at Vandenberg • Screenmaker
ISSUE 28 • MicroCheck Part 2 •
TwoGun • Cascade • Monthly
Mortgage Calculator • Demon
Birds • MicroDOS XL
ISSUE 29 • RAMCHECK • Revive
Dragonlord • XL Expansion
Connector • Cheep Talk
IJtII'
■M
COMPUTING
MffUti
ri* mm
KM _'■■■■■ MM
1
»m 4
ISSUE 30 • Loan Shark • Z-Plolter
• BASIC Burger • ANALOG TCS
Guide • Boulder Bombers
WMPPPap
FUNFLDE
COMPUTING
ISSUE 31 • Unicheck • R.OT.O. •
Lunar Patrol • ATASCII Animation
• Lazer Type • Atari Clock •
Personal Planning Calendar
Supsrvmnfoti
Counfc DihodH-
Goto* If* Sh^ws
— AUdVMtwPrintw Drt<rw
'IKTi III to DOS 3 Cvmrvon
ISSUE 32 • Supereversion • DOS III
lo DOS 2 conversion • Color the
Shapes • Home-made Translator
• Cosmic Defender • 520ST
ISSUE 33 • An Intro to MIDI • Note
Master • Syntron • BASIC Bug
Exterminator • Assemble Some
Sound • C.COM • Mince (ST)
All back issues $4.00 each
Send check or money order to:
ANALOG Computing Back Issues
P.O. Box 615, Holmes, PA 19043
MasterCard and VISA orders call:
1-800-345-8112
in PA. 1-800-662-2444
for the
ATARI ST
UTILITIES from our computer toolbox
MICHTRON UTILITIES UtiUly by Timothy Purves
Change file contents, attributes, file and volume names, or any individual
bytes on disk! Just type the new data or click on selector buttons. To
restore deleted files or lost data, simply inspect the data and click on a
button to save or reject it. You can also format individual disk tracks,
and copy individual sectors to repair damaged disks! A new 10 sector
format utility lets you add 80K of storage capacity to your disks!
Forthe Atari ST $59.95
M-DISK RAM-Disk by Timothy Purves
M-Disk gives you the power of a super-fast, incredibly tough disk drive
with-out the extra cost! M-Disk isn't a hardware device, but software
utility. It makes a portion of your computer's memory resemble the data
on a disk drive and makes the operating system recognize it as a
hardware device, giving you the equivalent of an extra disk drive!
Forthe Atari ST $39.95
MI-TERM Communications Utility by J. Weaver Jr.
Far beyond the simple functions of other terminal software, Mi-Term
provides DFT, XMODEM, and ASCII file transfers, 300/1200/9600 baud
support, printer echo, automatic capture buffer, connect-time clock,
automated logons and commands, and much more. "Willi simple com-
mands and the power of GEM, Mi-Term is as easy as "point and click".
For the Atari ST with modem $49.95
SOFT SPOOL Printer Utility by Timothy Purves
When printing files, your computer is dead weight: waiting for the printer
to finish the job. With Soft Spool, your computer can think and print at
the same time! Instead of going to the printer, printed data waits in Soft
Spool's RAM buffer. You can then use your computer normally as the
spooler feeds its data to your printer between tasks.
Forthe Atari ST $39.95
CALENDAR by J. Weaver Jr.
From almost anywhere in GEM, Calendar is ready to display or print
calendars of any year and month and to store reminder messages for any
date, any time: from 1980 to 2099. Set "alarms" on any or all messages.
Alarms and hourly chimes appear even when Calendar isn't on the
screen. Using Calendar is as easy at "point and click".
Forthe Atari ST $29.95
MI-DUPE Copy Utittty by Timothy Purves
Copying your data files can be slow and tedious. Some programs are
even copy-protected to stop you from making any duplicate at all. Mi-
Dupe makes files duplications faster, easier, and helps you obtain archive
copies of "protected" software.
For the Atari ST . . $29.95
BBS Bulletin Board System by Timothy Purves
MichTron presents a high quality Bulletin Board System forthe ST. This
many featured BBS has 16 special interest areas, supports XMODEM,
DFT, and ASCII up- and downloading, bulletins, message base and much
more. Call MichTron's BBS at (313)-332-5452 for a trial run.
Forthe Atari ST $49.95 1
GAMES from beyond imagination
TIME BANDIT Arcade Game by Bill Dunlevy & Harry Lafnear
Battle Evil Guardians as you collect the Treasures of Time. Two can
play simultaneously, each with his own view! Each of 20 unique maps
has over IS levels and is a complete game in itself! Explore medieval
dungeons, western frontiers, and future worlds all in one game. Full
color graphics, unique creatures and 3D-style terrain for each Time,
beautiful scrolling landscapes, detailed animation, thrilling sound,
hundreds of screens: the conquest of Time and Space awaits you!
For the Atari ST with color montitor $39.95
MUDPIES Arcade Game by Phil MacKenzie & Jeffrey Sorenson
When the circus came to town, Arnold wanted in on the fun. He threw
mudpies at the clowns but they didn't think it was so funny. They threw
things back and tried to catch him. Soon the place was a REAL circus!
Keep Arnold from harm by using mudpies to ward off angry clowns.
Challenge rounds, special prizes, mud-slinging rounds, amazing music
and sound effects make this a great addition to your game collection!
For the Atari ST with color monitor $39.95
GOLD R UNNER Arcade Game by Dave Dies
As Commander of the Load-Runners, your must infiltrate underground
mines in search of gold and adventure. Use wit and skill to escape with
the loot. Dozens of screens with narrow paths, steep ladders, dangling
ropes, and hidden traps will challenge your skill and test your logic!
For the Atari ST with color monitor $39.95
LANDS OF HAVOC Arcade Game by Microdeal
The dark power over the land is almost complete. The only hope lies in
finding the hidden magic of the good sorcerer, High Vanish. As Sador,
the reptile warrior with a human heart, you must free Haven from the
Dark Lords. You have only your powerful body, your intelligence, and
the secrets High Vanish left behind. 2,000 screens hold many surprises.
Forthe Atari ST with joy stick $19.95
FLIP SIDE Strategy Game by Ken Olson & Phil Holly er
You'll flip over this Reversi-type game! Animated graphics bring the
board to life as captured pieces flip themselves. Play against another
person, or against the computer in one of six skill-levels: from novice to
expert. The computer can show all available moves, or suggest one for
you. You can switch sides with the computer, and even edit the board!
Forthe Atari ST $39.95
576 S. Telegraph, Pontiac, MI 48053
Orders and Information (313) 334-5700
Prices Do Not Include Shipping and Handling